// Token: 0x060003AE RID: 942 RVA: 0x000167D8 File Offset: 0x00014BD8 private void AssignWeaponAnimation(int id) { ItemDataC component = this.database.GetComponent <ItemDataC>(); PlayerAnimationC component2 = this.player.GetComponent <PlayerAnimationC>(); if (!component2) { this.AssignMecanimAnimation(id); return; } if (component.equipment[id].attackCombo.Length > 0 && component.equipment[id].attackCombo[0] != null && component.equipment[id].EquipmentType == ItemDataC.Equip.EqType.Weapon) { int num = component.equipment[id].attackCombo.Length; this.player.GetComponent <AttackTriggerC>().attackCombo = new AnimationClip[num]; int i = 0; if (num > 0) { while (i < num) { this.player.GetComponent <AttackTriggerC>().attackCombo[i] = component.equipment[id].attackCombo[i]; this.player.GetComponent <AttackTriggerC>().mainModel.GetComponent <Animation>()[component.equipment[id].attackCombo[i].name].layer = 15; i++; } } int whileAttack = (int)component.equipment[id].whileAttack; this.player.GetComponent <AttackTriggerC>().WhileAttackSet(whileAttack); this.player.GetComponent <AttackTriggerC>().attackSpeed = component.equipment[id].attackSpeed; this.player.GetComponent <AttackTriggerC>().atkDelay1 = component.equipment[id].attackDelay; } if (component.equipment[id].idleAnimation) { this.player.GetComponent <PlayerAnimationC>().idle = component.equipment[id].idleAnimation; } if (component.equipment[id].runAnimation) { component2.run = component.equipment[id].runAnimation; } if (component.equipment[id].rightAnimation) { component2.right = component.equipment[id].rightAnimation; } if (component.equipment[id].leftAnimation) { component2.left = component.equipment[id].leftAnimation; } if (component.equipment[id].backAnimation) { component2.back = component.equipment[id].backAnimation; } if (component.equipment[id].jumpAnimation) { this.player.GetComponent <PlayerAnimationC>().jump = component.equipment[id].jumpAnimation; } component2.AnimationSpeedSet(); }
void AssignWeaponAnimation(int id) { ItemDataC dataItem = database.GetComponent <ItemDataC>(); PlayerAnimationC playerAnim = player.GetComponent <PlayerAnimationC>(); //Assign All Attack Combo Animation of the weapon from Database if (dataItem.equipment[id].attackCombo.Length > 0 && dataItem.equipment[id].attackCombo[0] != null && dataItem.equipment[id].EquipmentType == 0) { int allPrefab = dataItem.equipment[id].attackCombo.Length; player.GetComponent <AttackTriggerC>().attackCombo = new AnimationClip[allPrefab]; int a = 0; if (allPrefab > 0) { while (a < allPrefab) { player.GetComponent <AttackTriggerC>().attackCombo[a] = dataItem.equipment[id].attackCombo[a]; player.GetComponent <AttackTriggerC>().mainModel.animation[dataItem.equipment[id].attackCombo[a].name].layer = 15; a++; } } int watk = (int)dataItem.equipment[id].whileAttack; player.GetComponent <AttackTriggerC>().WhileAttackSet(watk); //Assign Attack Speed player.GetComponent <AttackTriggerC>().attackSpeed = dataItem.equipment[id].attackSpeed; player.GetComponent <AttackTriggerC>().atkDelay1 = dataItem.equipment[id].attackDelay; } if (dataItem.equipment[id].idleAnimation) { player.GetComponent <PlayerAnimationC>().idle = dataItem.equipment[id].idleAnimation; } if (dataItem.equipment[id].runAnimation) { playerAnim.run = dataItem.equipment[id].runAnimation; } if (dataItem.equipment[id].rightAnimation) { playerAnim.right = dataItem.equipment[id].rightAnimation; } if (dataItem.equipment[id].leftAnimation) { playerAnim.left = dataItem.equipment[id].leftAnimation; } if (dataItem.equipment[id].backAnimation) { playerAnim.back = dataItem.equipment[id].backAnimation; } if (dataItem.equipment[id].jumpAnimation) { player.GetComponent <PlayerAnimationC>().jump = dataItem.equipment[id].jumpAnimation; } playerAnim.AnimationSpeedSet(); }
public void AssignWeaponAnimation(int id) { ItemDataC dataItem = database.GetComponent <ItemDataC>(); PlayerAnimationC playerAnim = player.GetComponent <PlayerAnimationC>(); if (!playerAnim) { //If use Mecanim AssignMecanimAnimation(id); return; } //Assign All Attack Combo Animation of the weapon from Database if (dataItem.equipment[id].attackCombo.Length > 0 && dataItem.equipment[id].attackCombo[0] && dataItem.equipment[id].EquipmentType == EqType.Weapon) { int allPrefab = dataItem.equipment[id].attackCombo.Length; player.GetComponent <AttackTriggerC>().attackCombo = new AnimationClip[allPrefab]; player.GetComponent <AttackTriggerC>().c = 0; int a = 0; if (allPrefab > 0) { while (a < allPrefab) { player.GetComponent <AttackTriggerC>().attackCombo[a] = dataItem.equipment[id].attackCombo[a]; player.GetComponent <AttackTriggerC>().mainModel.GetComponent <Animation>()[dataItem.equipment[id].attackCombo[a].name].layer = 15; a++; } } player.GetComponent <AttackTriggerC>().whileAttack = dataItem.equipment[id].whileAttack; //Assign Attack Speed player.GetComponent <AttackTriggerC>().attackSpeed = dataItem.equipment[id].attackSpeed; player.GetComponent <AttackTriggerC>().atkDelay1 = dataItem.equipment[id].attackDelay; } if (dataItem.equipment[id].idleAnimation) { player.GetComponent <PlayerAnimationC>().idle = dataItem.equipment[id].idleAnimation; } if (dataItem.equipment[id].runAnimation) { playerAnim.run = dataItem.equipment[id].runAnimation; } if (dataItem.equipment[id].rightAnimation) { playerAnim.right = dataItem.equipment[id].rightAnimation; } if (dataItem.equipment[id].leftAnimation) { playerAnim.left = dataItem.equipment[id].leftAnimation; } if (dataItem.equipment[id].backAnimation) { playerAnim.back = dataItem.equipment[id].backAnimation; } if (dataItem.equipment[id].jumpAnimation) { player.GetComponent <PlayerAnimationC>().jump = dataItem.equipment[id].jumpAnimation; } playerAnim.AnimationSpeedSet(); }