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; } }
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; }