Exemple #1
0
        /// <summary>
        /// Returns the destination state for the given layer.
        /// </summary>
        /// <param name="priority">Specifies the item animation priority to retrieve. High priority animations get tested before lower priority animations.</param>
        /// <param name="layer">The Animator layer index.</param>
        /// <returns>The state that the Animator should be in for the given layer. A null value indicates no change.</returns>
        public override AnimatorItemStateData GetDestinationState(ItemAnimationPriority priority, int layer)
        {
            var state = base.GetDestinationState(priority, layer);

            if (state != null)
            {
                return(state);
            }

            // Any animation called by the MeleeWeapon component is a high priority animation.
            if (priority == ItemAnimationPriority.High)
            {
                if (m_Recoil)
                {
                    state = m_RecoilStates.GetState(layer, m_Controller.Moving);
                    if (state != null)
                    {
                        return(state);
                    }
                }
            }

            return(null);
        }
Exemple #2
0
        /// <summary>
        /// Returns the destination state for the given layer.
        /// </summary>
        /// <param name="priority">Specifies the item animation priority to retrieve. High priority animations get tested before lower priority animations.</param>
        /// <param name="layer">The Animator layer index.</param>
        /// <returns>The state that the Animator should be in for the given layer. A null value indicates no change.</returns>
        public override AnimatorItemStateData GetDestinationState(ItemAnimationPriority priority, int layer)
        {
            var state = base.GetDestinationState(priority, layer);

            if (state != null)
            {
                return(state);
            }

            // Item use is a high priority item.
            if (priority == ItemAnimationPriority.High)
            {
                if (InUse())
                {
                    state = m_UseStates.GetState(layer, m_Controller.Moving);
                    if (state != null)
                    {
                        return(state);
                    }
                }
            }

            return(null);
        }
Exemple #3
0
        /// <summary>
        /// Returns the destination state for the given layer.
        /// </summary>
        /// <param name="priority">Specifies the item animation priority to retrieve. High priority animations get tested before lower priority animations.</param>
        /// <param name="layer">The Animator layer index.</param>
        /// <returns>The state that the Animator should be in for the given layer. A null value indicates no change.</returns>
        public virtual AnimatorItemStateData GetDestinationState(ItemAnimationPriority priority, int layer)
        {
            // Secondary Items are not visible so cannot aim or play any idle/movement states.
            if (m_ItemType is SecondaryItemType)
            {
                return(null);
            }

            if (priority == ItemAnimationPriority.High)
            {
                // Equip/unequip has the highest priority.
                if (m_IsEquipping)
                {
                    var equipState = m_EquipStates.GetState(layer, m_Controller.Moving);
                    if (equipState != null)
                    {
                        return(equipState);
                    }
                }
                if (m_IsUnequipping)
                {
                    var unequipState = m_UnequipStates.GetState(layer, m_Controller.Moving);
                    if (unequipState != null)
                    {
                        return(unequipState);
                    }
                }

                // Extension item animations have a higher priority than aiming.
                for (int i = 0; i < m_ItemExtensions.Length; ++i)
                {
                    var extensionState = m_ItemExtensions[i].GetDestinationState(priority, layer);
                    if (extensionState != null)
                    {
                        return(extensionState);
                    }
                }

                // No high priority animations need to play. Return null.
                return(null);
            }
            else if (priority == ItemAnimationPriority.Medium)
            {
                // Aiming is a middle priority animations.
                if (m_CanAim)
                {
                    if (m_Controller.Aiming)
                    {
                        var aimstate = m_AimStates.GetState(layer, m_Controller.Moving);
                        if (aimstate != null)
                        {
                            return(aimstate);
                        }
                    }
                }

                return(null);
            }

            // A lower priority animation can play. Play the ability, movement, or idle state.
            var state = m_DefaultStates.GetState(layer, m_Controller.Moving);

            if (state != null)
            {
                return(state);
            }
            return(null);
        }