void InitializeRoll() { _state = AttackRollState.ROLL; AnimationTools.PlayAnim(Agent.AnimEngine, "attackRollLoop", 0.1f); Agent.BlackBoard.motionType = MotionType.ROLL; Agent.MotionTrace.Play(); }
void InitializeStandUp() { _state = AttackRollState.STAND_UP; AnimationTools.PlayAnim(Agent.AnimEngine, "attackRollEnd", 0.1f); Agent.BlackBoard.motionType = MotionType.ROLL; _endOfStateTime = Agent.AnimEngine["attackRollEnd"].length * 0.95f + Time.timeSinceLevelLoad; Agent.MotionTrace.Stop(); //Agent.SoundPlay(Agent.RollSounds[2]); }
protected override void Initialize(FSMEvent ev) { _eventAttackRoll = ev as AnimFSMEventAttackRoll; _state = AttackRollState.PREPARE; AnimationTools.PlayAnim(Agent.AnimEngine, "attackRollStart", 0.4f); base.Initialize(_eventAttackRoll); Agent.BlackBoard.motionType = MotionType.NONE; _endOfStateTime = Agent.AnimEngine["attackRollStart"].length * 0.95f + Time.timeSinceLevelLoad; _hitTimer = 0; UpdateFinalRotation(); //Agent.SoundPlay(Agent.RollSounds[0]); }