Ejemplo n.º 1
0
    public override void StartMovement()
    {
        CheckForEquipedWeapon();
        CheckForEquipedItem();

        playerController.CheckForCombatInput(
            currentWeapon != null && currentWeapon.Automatic);

        playerStatusVariables.canAim = playerStatusVariables.CheckCanAim();

        if (playerController.AimHold && playerStatusVariables.canAim)
        {
            playerStatusVariables.isAiming = true;
        }
        else
        {
            playerStatusVariables.isAiming = false;
        }


        if (playerStatusVariables.isAiming)
        {
            CheckFacingDirection();
            CombatMovementState = CombatMovementState.Aiming;

            if (playerController.ShootPress)
            {
                CombatPressMovementState = CombatPressMovementState.Shoot;
            }
            else if (playerController.QuickItemSelectionSlot1)
            {
                CombatPressMovementState = CombatPressMovementState.Slot1;
            }
            else if (playerController.QuickItemSelectionSlot2)
            {
                CombatPressMovementState = CombatPressMovementState.Slot2;
            }
            else if (playerController.UseItemPress)
            {
                CombatPressMovementState = CombatPressMovementState.UseItem;
            }
            else if (playerController.ReloadPress)
            {
                CombatPressMovementState = CombatPressMovementState.Reload;
            }
            else if (playerController.CqcPress)
            {
                CombatPressMovementState = CombatPressMovementState.Cqc;
            }
        }
        else if (playerController.CqcPress)
        {
            CombatPressMovementState = CombatPressMovementState.Cqc;
        }
        else
        {
            CombatMovementState = CombatMovementState.None;
        }
    }
Ejemplo n.º 2
0
    public override void PressMovementHandler()
    {
        switch (CombatPressMovementState)
        {
        case CombatPressMovementState.Shoot:
            Shoot();
            break;

        case CombatPressMovementState.Reload:
            ReloadWeapon();
            break;

        case CombatPressMovementState.Cqc:
            Cqc();
            break;

        case CombatPressMovementState.UseItem:
            UseItem();
            break;

        case CombatPressMovementState.None:
            break;

        case CombatPressMovementState.Slot1:
            EquipQuickItemSelection(ItemQuickSelectionSlot.First);
            break;

        case CombatPressMovementState.Slot2:
            EquipQuickItemSelection(ItemQuickSelectionSlot.Second);
            break;

        default:
            Debug.Log("Error");
            break;
        }
        CombatPressMovementState = CombatPressMovementState.None;
    }