Beispiel #1
0
 private void UpdateState()
 {
     if (!MyPlayerEntity.hasStateInterface)
     {
         return;
     }
     if (MyPlayerEntity.stateInterface.State.GetActionState() == XmlConfig.ActionInConfig.Parachuting)
     {
         _parachuteState = ParachuteState.None;
     }
     else if (CanParachute())
     {
         _parachuteState = ParachuteState.WaitParachute;
     }
     else if (MyPlayerEntity.stateInterface.State.GetActionState() == XmlConfig.ActionInConfig.Gliding)
     {
         _parachuteState = ParachuteState.Glide;
     }
     else if (CanGlide())
     {
         _parachuteState = ParachuteState.WaitGlide;
     }
 }
Beispiel #2
0
 /// <summary>
 /// Set the parachute state of a ped.
 /// </summary>
 public static void SetParachuteState(this Ped ped, ParachuteState state)
 {
     Function.Call <int>(Hash.SET_PARACHUTE_TASK_TARGET, ped.Handle, (int)state);
 }
 public void CutLoose()
 {
     state = ParachuteState.FloatingAway;
 }
 private void Start()
 {
     rb    = GetComponent <Rigidbody2D>();
     state = ParachuteState.Dropping;
 }
Beispiel #5
0
 public PlayerStateTipLogic(PlayerContext playerContext, IUserCmdGenerator cmdGenerator)
 {
     _playerContext    = playerContext;
     _parachuteState   = ParachuteState.Start;
     _userCmdGenerator = cmdGenerator;
 }