private void onAnimationStateChanged(AbstractCharacterAnimator.State newState) { if (((base.CharacterView.Character != null) && base.CharacterView.Character.IsPlayerCharacter) && !base.CharacterView.Character.IsSupport) { PlayerView.Binder.AudioSystem.stopAudioGroup(this.m_footStepTypeL); PlayerView.Binder.AudioSystem.stopAudioGroup(this.m_footStepTypeR); } }
protected override bool onGetTargetAnimationState(out AbstractCharacterAnimator.State state, out float speed) { if ((base.CharacterView.Character.TargetCharacter == null) && (base.CharacterView.Character.ManualTargetPos == Vector3.zero)) { speed = 1f; state = AbstractCharacterAnimator.State.IDLE; return(true); } if (base.CharacterView.Character.Velocity != Vector3.zero) { speed = base.CharacterView.Character.MovementSpeed(true) * 0.3f; state = AbstractCharacterAnimator.State.RUN; return(true); } return(base.onGetTargetAnimationState(out state, out speed)); }
protected override bool onGetTargetAnimationState(out AbstractCharacterAnimator.State state, out float speed) { speed = 1f; state = AbstractCharacterAnimator.State.IDLE; if (base.CharacterView.Character.isAttacking()) { return(false); } if (base.CharacterView.Character.isExecutingSkill(SkillType.Whirlwind) || base.CharacterView.Character.isExecutingSkill(SkillType.Dash)) { return(false); } if ((base.CharacterView.Character.TargetCharacter == null) && (base.CharacterView.Character.ManualTargetPos == Vector3.zero)) { state = AbstractCharacterAnimator.State.IDLE; return(true); } if (base.CharacterView.Character.ExternallyControlled) { if (base.CharacterView.Character.SpinningAround) { state = AbstractCharacterAnimator.State.RUN; speed = 2f; return(true); } state = AbstractCharacterAnimator.State.IDLE; return(true); } if (base.CharacterView.Character.Velocity != Vector3.zero) { speed = Mathf.Clamp(1.15f + ((base.CharacterView.Character.MovementSpeed(true) * 0.05f) * Easing.Apply(base.CharacterView.Character.RunAccelerationTimer.normalizedProgress(), ConfigGameplay.CHARACTER_FULLSPEED_ACCELERATION_EASING)), 0.1f, float.MaxValue); state = AbstractCharacterAnimator.State.RUN; return(true); } return(base.onGetTargetAnimationState(out state, out speed)); }
protected override bool onGetTargetAnimationState(out AbstractCharacterAnimator.State state, out float speed) { speed = 1.5f; state = AbstractCharacterAnimator.State.IDLE; return(true); }