public override void Activate() { base.Activate(); callback = Weapon.anim.GetBehaviour <StateMachineCallbackRewind>("Reload"); callback.StateExit.Simple += EndAction; }
public virtual void Apply() { Weapon.gameObject.SetActive(true); Weapon.Modules.Activate(); callback = Weapon.anim.GetBehaviour <StateMachineCallbackRewind>("Equip"); callback.StateExit.Simple += OnEnd; Weapon.CanProcess = false; }
protected virtual void GetStates() { start = Weapon.anim.GetBehaviour <StateMachineCallbackRewind>("Aim Start"); idle = Weapon.anim.GetBehaviour <StateMachineCallbackRewind>("Aim Idle"); shot = Weapon.anim.GetBehaviour <StateMachineCallbackRewind>("Aim Shot"); end = Weapon.anim.GetBehaviour <StateMachineCallbackRewind>("Aim End"); start.StateEnter.Simple += OnStart; shot.StateEnter.Simple += OnShot; end.StateEnter.Simple += OnEnd; }