Beispiel #1
0
 private void Update()
 {
     if (!CoopPeerStarter.DedicatedHost)
     {
         FMODCommon.UpdateLoopingEvents(this.loopingEvents, this.animator, base.transform);
     }
     base.transform.hasChanged = false;
     if (this.animator)
     {
         AnimatorStateInfo currentAnimatorStateInfo = this.animator.GetCurrentAnimatorStateInfo(0);
         if (currentAnimatorStateInfo.tagHash == this.idleHash)
         {
             if (this.mainWeaponCollider && this.mainWeaponCollider.enabled)
             {
                 this.mainWeaponCollider.enabled = false;
             }
             if (this.leftWeaponCollider && this.leftWeaponCollider.enabled)
             {
                 this.leftWeaponCollider.enabled = false;
             }
         }
         if (currentAnimatorStateInfo.fullPathHash == this.idleStateHash)
         {
             if (!this.inIdleState)
             {
                 this.idleTimeoutEnd = Time.time + 2f;
             }
             this.inIdleState = true;
         }
         else
         {
             this.inIdleState = false;
         }
     }
 }
 private void Update()
 {
     if (this.animator != null)
     {
         FMODCommon.UpdateLoopingEvents(this.loopingEvents, this.animator, this.eventTransform);
     }
     if (this.eventTransform.hasChanged && this.oneshotsFollowTransform)
     {
         int count = this.oneshotEvents.Count;
         for (int i = 0; i < count; i++)
         {
             UnityUtil.ERRCHECK(this.oneshotEvents[i].instance.set3DAttributes(this.eventTransform.to3DAttributes()));
         }
     }
     this.eventTransform.hasChanged = false;
 }
Beispiel #3
0
 private void Update()
 {
     if (!CoopPeerStarter.DedicatedHost)
     {
         FMODCommon.UpdateLoopingEvents(this.loopingEvents, this.animator, base.transform);
     }
     base.transform.hasChanged = false;
     if (this.animator)
     {
         if (this.animator.GetCurrentAnimatorStateInfo(0).fullPathHash == this.idleStateHash)
         {
             if (!this.inIdleState)
             {
                 this.idleTimeoutEnd = Time.time + 2f;
             }
             this.inIdleState = true;
         }
         else
         {
             this.inIdleState = false;
         }
     }
 }