Ejemplo n.º 1
0
        private void Jump_EnterState()
        {
            superCharacterController.DisableClamping();
            superCharacterController.DisableSlopeLimit();

            if ((RPGCharacterState)lastState == RPGCharacterState.Swim)
            {
                currentVelocity = new Vector3(currentVelocity.x, strokeSpeed, currentVelocity.z);
            }
            else
            {
                currentVelocity = new Vector3(currentVelocity.x, jumpSpeed, currentVelocity.z);
            }
            animator.SetInteger("Jumping", 1);
            rpgCharacterController.SetAnimatorTrigger(AnimatorTrigger.JumpTrigger);
            canJump = false;
        }
        /// <summary>
        /// Async method to instant weapon switch.
        /// </summary>
        /// <param name="weaponNumber">Weapon number to switch to.</param>
        /// <returns>IEnumerator for use with StartCoroutine.</returns>
        /// /// <summary>
        public IEnumerator _InstantWeaponSwitch(int weaponNumber)
        {
            Debug.Log("_InstantWeaponSwitch:" + weaponNumber);
            rpgCharacterController.SetAnimatorTrigger(AnimatorTrigger.InstantSwitchTrigger);
            rpgCharacterController.SetIKOff();

            // 1Handed.
            if (AnimationData.Is1HandedWeapon(weaponNumber))
            {
                // Dual weapons.
                if (dualSwitch)
                {
                    animator.SetInteger("Weapon", 7);
                    StartCoroutine(_HideAllWeapons(false, false));
                    StartCoroutine(_WeaponVisibility(weaponNumber, true, true));
                    animator.SetInteger("LeftRight", 3);
                }
                else
                {
                    animator.SetInteger("Weapon", 7);
                    animator.SetInteger("WeaponSwitch", 7);
                    if (rpgCharacterController.hasTwoHandedWeapon)
                    {
                        StartCoroutine(_HideAllWeapons(false, false));
                    }

                    // Properly set animator left/right hand parameters.
                    if (AnimationData.IsRightWeapon(weaponNumber))
                    {
                        // Hide existing Righthand weapon or 2Handed weapon.
                        if (rpgCharacterController.hasRightWeapon)
                        {
                            StartCoroutine(_WeaponVisibility(rpgCharacterController.rightWeapon, false, false));
                        }
                        animator.SetInteger("RightWeapon", weaponNumber);
                        rpgCharacterController.rightWeapon = weaponNumber;
                        StartCoroutine(_WeaponVisibility(weaponNumber, true, false));
                        if (rpgCharacterController.hasLeftWeapon)
                        {
                            animator.SetInteger("LeftRight", 3);
                        }
                        else
                        {
                            animator.SetInteger("LeftRight", 2);
                        }
                    }
                    else if (AnimationData.IsLeftWeapon(weaponNumber))
                    {
                        if (rpgCharacterController.hasRightWeapon)
                        {
                            StartCoroutine(_WeaponVisibility(rpgCharacterController.leftWeapon, false, false));
                        }
                        animator.SetInteger("LeftWeapon", weaponNumber);
                        rpgCharacterController.leftWeapon = weaponNumber;
                        StartCoroutine(_WeaponVisibility(weaponNumber, true, false));
                        if (rpgCharacterController.hasRightWeapon)
                        {
                            animator.SetInteger("LeftRight", 3);
                        }
                        else
                        {
                            animator.SetInteger("LeftRight", 1);
                        }
                    }
                }
            }
            // 2Handed.
            else if (AnimationData.Is2HandedWeapon(weaponNumber))
            {
                animator.SetInteger("Weapon", weaponNumber);
                rpgCharacterController.rightWeapon = 0;
                rpgCharacterController.leftWeapon  = 0;
                animator.SetInteger("LeftWeapon", 0);
                animator.SetInteger("RightWeapon", 0);
                StartCoroutine(_HideAllWeapons(false, false));
                StartCoroutine(_WeaponVisibility(weaponNumber, true, false));
                if (AnimationData.IsIKWeapon(weaponNumber))
                {
                    rpgCharacterController.SetIKOn();
                }
            }
            // Switching to Unarmed or Relax.
            else
            {
                animator.SetInteger("Weapon", weaponNumber);
                rpgCharacterController.rightWeapon = 0;
                rpgCharacterController.leftWeapon  = 0;
                animator.SetInteger("LeftWeapon", 0);
                animator.SetInteger("RightWeapon", 0);
                animator.SetInteger("LeftRight", 0);
                StartCoroutine(_HideAllWeapons(false, false));
            }
            yield return(null);
        }