/// <summary> /// Checks if the state is currently active. /// </summary> public override bool GetIsActive(MobileComponent mobileComponent) { if (!mobileComponent || !mobileComponent.movementComponent) { return(false); } return(!mobileComponent.movementComponent.IsMoving); }
void LoadComponents() { if (!agent) { agent = GetComponent <NavMeshAgent>(); } if (!animator) { animator = GetComponent <Animator>(); } if (!entityComponent) { entityComponent = GetComponent <MobileComponent>(); } }
/// <summary> /// Returns if the state is currently active. /// </summary> public override bool GetIsActive(MobileComponent mobileComponent) { // -- special case: // only players have a "walk state" while monsters and NPCs only feature // a "move state". if (!mobileComponent || !mobileComponent.movementComponent) { return(false); } if (mobileComponent is PlayerAccount) { return(((PlayerAccount)mobileComponent).playerMovementComponent.Running); } else { return(mobileComponent.movementComponent.IsMoving); } }
/// <summary> /// Abstract bool GetIsActive. Used to check if the Animation State is currently active. /// </summary> public abstract bool GetIsActive(MobileComponent mobileComponent);