Example #1
0
 protected override void OnRelease(PlayerActor player)
 {
     this.ReleaseFishingRod();
     this.ChangeNormalAnimation();
     player.CameraControl.Mode = CameraMode.Normal;
     player.CameraControl.SetShotTypeForce(this._prevShotType);
     MapUIContainer.SetActiveFishingUI(false);
     if (MapUIContainer.CommandLabel.Acception != CommandLabel.AcceptionState.InvokeAcception)
     {
         MapUIContainer.SetCommandLabelAcception(CommandLabel.AcceptionState.InvokeAcception);
     }
     MapUIContainer.SetVisibleHUD(true);
 }
Example #2
0
 protected override void OnAwake(PlayerActor actor)
 {
     this.player = actor;
     this.player.SetActiveOnEquipedItem(false);
     this.player.ChaControl.setAllLayerWeight(0.0f);
     this.currentPoseID               = AIProject.Player.Fishing.PoseID.Idle;
     this.currentPlayState            = (PlayState)null;
     this.fishingBeforeAnimController = (RuntimeAnimatorController)null;
     if (Object.op_Equality((Object)this.player, (Object)null))
     {
         actor.Controller.ChangeState("Normal");
     }
     else
     {
         this.InitFishingSystem();
         this.LoadFishingRod();
         if (!this.fishingSystem.playerInfo.ActiveFishingRodInfo)
         {
             this.SetActive(AIProject.Player.Fishing.fishingSystemRoot, false);
             this.player.PlayerController.ChangeState("Normal");
         }
         else
         {
             this.MoveAreaPosY = (float)this.player.PlayerController.CommandArea.BobberPosition.y;
             MapUIContainer.SetVisibleHUD(false);
             MapUIContainer.SetCommandLabelAcception(CommandLabel.AcceptionState.None);
             this.player.CameraControl.Mode = CameraMode.Fishing;
             this.LoadFishingAnimator();
             this.PlayStandbyMotion(false);
             this.HaveFishingRod();
             MapUIContainer.SetActiveFishingUI(true);
             this.fishingSystem.Initialize(this);
             this.OnFinished    = (Action <PlayerActor>)(x => this.Finished(x));
             this._prevShotType = this.player.CameraControl.ShotType;
             this.player.CameraControl.SetShotTypeForce(ShotType.Near);
             this.initFlag = true;
         }
     }
 }