protected float ChangeState(Weapon.State state, CharacterAnimation.Layer layer) { float time = TRANSITION; if (state.state != null) { if (state.state.enterClip != null) { time = state.state.enterClip.length; } time = Mathf.Max(TRANSITION, time) * 0.5f; this.animator.SetState( state.state, state.mask, 1f, time, 1f, layer ); } return(time); }
public void SetState(Weapon.State state) { this.state = state; this.targetStability = this.state.stabilizeBody ? 1f : 0f; }