public static ThirdPersonAction GetAction(ActionInConfig action) { ThirdPersonAction ret; switch (action) { case ActionInConfig.SwitchWeapon: ret = ThirdPersonAction.SwitchWeapon; break; case ActionInConfig.PickUp: ret = ThirdPersonAction.PickUp; break; case ActionInConfig.Reload: ret = ThirdPersonAction.Reload; break; case ActionInConfig.SpecialReload: ret = ThirdPersonAction.SpecialReload; break; default: ret = ThirdPersonAction.EndOfTheWorld; break; } return(ret); }
public static bool FilterPlayerIK(ActionInConfig action, ActionKeepInConfig keepAction, PostureInConfig posture, PostureInConfig nextPosture, MovementInConfig movement) { return(!(IsStateInActionFilter(action) || IsStateInKeepActionFilter(keepAction) || IsStateInPostureFilter(posture) || IsStateInPostureFilter(nextPosture) || IsStateInMovementFilter(movement))); }
internal static ActionInConfig GetActionStateId(ActionStateId stateId) { ActionInConfig ret = ActionInConfig.Null; if (_actionIdMap.ContainsKey(stateId)) { ret = _actionIdMap[stateId]; } return(ret); }
private static bool IsStateInActionFilter(ActionInConfig state) { for (var i = 0; i < _actionStateFilters.Length; ++i) { if (_actionStateFilters[i] == state) { return(true); } } return(false); }
private EPlayerState ActionToState(ActionInConfig action) { switch (action) { case ActionInConfig.Reload: return(EPlayerState.Reload); case ActionInConfig.SpecialFireHold: case ActionInConfig.Fire: return(EPlayerState.Firing); case ActionInConfig.SpecialReload: return(EPlayerState.SpecialReload); case ActionInConfig.SpecialFireEnd: return(EPlayerState.PullBolt); case ActionInConfig.Gliding: return(EPlayerState.Gliding); case ActionInConfig.Parachuting: return(EPlayerState.Parachuting); case ActionInConfig.PickUp: return(EPlayerState.Pickup); case ActionInConfig.SwitchWeapon: return(EPlayerState.SwitchWeapon); case ActionInConfig.MeleeAttack: return(EPlayerState.MeleeAttacking); case ActionInConfig.Grenade: return(EPlayerState.Grenade); case ActionInConfig.Props: return(EPlayerState.Props); case ActionInConfig.OpenDoor: return(EPlayerState.OpenDoor); default: return(EPlayerState.None); } }
public static bool FilterPlayerIK(ActionInConfig action, ActionKeepInConfig keepAction, PostureInConfig posture) { return(!(IsStateInActionFilter(action) || IsStateInKeepActionFilter(keepAction) || IsStateInPostureFilter(posture))); }