Example #1
0
    public void SetWeaponType(WeaponType weaponType)
    {
        switch (weaponType)
        {
        default:
        case WeaponType.Rifle:
            UnitAnim rifleReloadRightUnitAnim = UnitAnim.GetUnitAnim("dMarine_ReloadRifleRight").CloneDeep();
            rifleReloadRightUnitAnim.SetFrameRateMod(1.4f);
            UnitAnim rifleReloadLeftUnitAnim = UnitAnim.GetUnitAnim("dMarine_ReloadRifleLeft").CloneDeep();
            rifleReloadLeftUnitAnim.SetFrameRateMod(1.4f);

            unitSkeletonCompositeWeaponReload.SetAnims(rifleReloadRightUnitAnim, rifleReloadLeftUnitAnim);
            //unitSkeletonCompositeWeaponReload.SetAnims(UnitAnim.GetUnitAnim("dMarine_ReloadRifleRight"), UnitAnim.GetUnitAnim("dMarine_ReloadRifleLeft"));
            unitSkeletonCompositeWeapon.SetAnims(UnitAnim.GetUnitAnim("dMarine_AimWeaponRight"), UnitAnim.GetUnitAnim("dMarine_AimWeaponLeft"), UnitAnim.GetUnitAnim("dMarine_ShootWeaponRight"), UnitAnim.GetUnitAnim("dMarine_ShootWeaponLeft"));
            break;

        case WeaponType.Pistol:
            UnitAnim pistolReloadRightUnitAnim = UnitAnim.GetUnitAnim("Aim_PistolReloadRight").CloneDeep();
            pistolReloadRightUnitAnim.SetFrameRateMod(1.4f);
            UnitAnim pistolReloadLeftUnitAnim = UnitAnim.GetUnitAnim("Aim_PistolReloadLeft").CloneDeep();
            pistolReloadLeftUnitAnim.SetFrameRateMod(1.4f);

            unitSkeletonCompositeWeaponReload.SetAnims(pistolReloadRightUnitAnim, pistolReloadLeftUnitAnim);
            unitSkeletonCompositeWeapon.SetAnims(UnitAnim.GetUnitAnim("Aim_PistolRight"), UnitAnim.GetUnitAnim("Aim_PistolLeft"), UnitAnim.GetUnitAnim("Aim_PistolShootRight"), UnitAnim.GetUnitAnim("Aim_PistolShootLeft"));
            break;

        case WeaponType.Shotgun:
            unitSkeletonCompositeWeaponReload.SetAnims(UnitAnim.GetUnitAnim("Aim_ShotgunReloadRight"), UnitAnim.GetUnitAnim("Aim_ShotgunReloadLeft"));
            unitSkeletonCompositeWeapon.SetAnims(UnitAnim.GetUnitAnim("Aim_ShotgunRight"), UnitAnim.GetUnitAnim("Aim_ShotgunLeft"), UnitAnim.GetUnitAnim("Aim_ShotgunShootRight"), UnitAnim.GetUnitAnim("Aim_ShotgunShootLeft"));
            break;
        }

        canShoot    = true;
        isReloading = false;
        unitSkeletonCompositeWeaponReload.SetInactive();
        unitSkeletonCompositeWeapon.SetActive();
    }