// Starts the turn around // angle: Turn around angle void StartTurnAround(float angle) { m_TurnaroundMovementTime = 0f; cachedForwardVelocity = m_AverageForwardVelocity.average; m_PreTurnMovementState = m_MovementState; m_MovementState = ThirdPersonGroundMovementState.TurningAround; m_JumpQueued = false; m_ThirdPersonBrain.turnAround.TurnAround(angle); m_ThirdPersonBrain.turnAround.turnaroundComplete += OnTurnAroundComplete; }
// Resets m_MovementState to its value prior to the turn around. void TurnaroundComplete() { m_MovementState = m_PreTurnMovementState; }