/// <summary> /// this callback is triggered when the 'Attack activity deactivates /// </summary> protected virtual void OnStop_Attack() { // the Attack activity does not automatically disable the // component's Attack state, so schedule disabling it in // 'AttackStateDisableDelay' seconds vp_Timer.In(AttackStateDisableDelay, delegate() { if (!m_Player.Attack.Active) { if (m_CurrentWeapon != null) { m_CurrentWeapon.SetState("Attack", false); } } }, m_DisableAttackStateTimer); }