private void DoWeaponSwitch(int weaponSwitch, int weaponVisibility, int weaponNumber, int leftRight, bool sheath)
        {
            Debug.Log("DoWeaponSwitch:" + weaponSwitch + "   WeaponVisibility:" + weaponVisibility + "   WeaponNumber:" + weaponNumber + "   LeftRight:" + leftRight + "   Sheath:" + sheath);

            // Lock character for switch unless has moving sheath/unsheath anims.
            if (weaponSwitch < 1)
            {
                if (AnimationData.Is2HandedWeapon(weaponNumber))
                {
                    rpgCharacterController.Lock(true, true, true, 0f, 1f);
                }
            }
            else if (AnimationData.Is1HandedWeapon(weaponSwitch))
            {
                rpgCharacterController.Lock(true, true, true, 0f, 1f);
            }

            // Set weaponSwitch if applicable.
            if (weaponSwitch != -2)
            {
                animator.SetInteger("WeaponSwitch", weaponSwitch);
            }

            animator.SetInteger("Weapon", weaponNumber);

            // Set leftRight if applicable.
            if (leftRight != -1)
            {
                animator.SetInteger("LeftRight", leftRight);
            }

            // Set animator trigger.
            if (sheath)
            {
                rpgCharacterController.SetAnimatorTrigger(AnimatorTrigger.WeaponSheathTrigger);
                StartCoroutine(_WeaponVisibility(weaponVisibility, false, dualSwitch));

                // If using IKHands, trigger IK blend.
                if (rpgCharacterController.ikHands != null)
                {
                    rpgCharacterController.ikHands.BlendIK(false, 0f, 0.2f, weaponVisibility);
                }
            }
            else
            {
                rpgCharacterController.SetAnimatorTrigger(AnimatorTrigger.WeaponUnsheathTrigger);
                StartCoroutine(_WeaponVisibility(weaponVisibility, true, dualSwitch));

                // If using IKHands, trigger IK blend.
                if (rpgCharacterController.ikHands != null)
                {
                    rpgCharacterController.ikHands.BlendIK(true, 0.75f, 1, weaponVisibility);
                }
            }
        }
Exemple #2
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        /// <summary>
        /// Character Roll.
        /// </summary>
        /// <param name="1">Forward.</param>
        /// <param name="2">Right.</param>
        /// <param name="3">Backward.</param>
        /// <param name="4">Left.</param>
        public IEnumerator _Roll(int roll)
        {
            rollNumber        = roll;
            currentState      = RPGCharacterState.Roll;
            rpgCharacterState = RPGCharacterState.Roll;
            animator.SetInteger("Action", rollNumber);
            animator.SetTrigger("RollTrigger");
            isRolling = true;
            rpgCharacterController.Lock(true, true, true, 0, 0.5f);
            yield return(new WaitForSeconds(rollduration));

            isRolling         = false;
            currentState      = RPGCharacterState.Idle;
            rpgCharacterState = RPGCharacterState.Idle;
        }
Exemple #3
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        private void Swim_EnterState()
        {
            superCharacterController.DisableClamping();
            superCharacterController.DisableSlopeLimit();
            rpgCharacterController.EndAction("Strafe");
            rpgCharacterController.EndAction("Aim");
            rpgCharacterController.Lock(false, true, false, 0f, 0f);
            rpgCharacterController.SetAnimatorTrigger(AnimatorTrigger.SwimTrigger);
            animator.SetBool("Swimming", true);

            // Scale collider to match position of character.
            superCharacterController.radius = 1.5f;
            if (capCollider != null)
            {
                capCollider.radius = 1.5f;
            }
        }
Exemple #4
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 private void DoWeaponSwitch(int weaponSwitch, int weaponVisibility, int weaponNumber, int leftRight, bool sheath)
 {
     //Debug.Log("DoWeaponSwitch: " + weaponSwitch + " WeaponNumber: " + weaponNumber + " Sheath: " + sheath);
     //Go to Null state and wait for animator.
     animator.SetInteger("Weapon", -2);
     while (animator.isActiveAndEnabled && animator.GetInteger("Weapon") != -2)
     {
     }
     //Lock character for switch unless has moving sheath/unsheath anims.
     if (weaponSwitch < 1)
     {
         if (Is2HandedWeapon(weaponNumber))
         {
             rpgCharacterController.Lock(true, true, true, 0f, 1f);
         }
     }
     else if (Is1HandedWeapon(weaponSwitch))
     {
         rpgCharacterController.Lock(true, true, true, 0f, 1f);
     }
     //Set weaponSwitch if applicable.
     if (weaponSwitch != -2)
     {
         animator.SetInteger("WeaponSwitch", weaponSwitch);
     }
     animator.SetInteger("Weapon", weaponNumber);
     //Set leftRight if applicable.
     if (leftRight != -1)
     {
         animator.SetInteger("LeftRight", leftRight);
     }
     //Set animator trigger.
     if (sheath)
     {
         animator.SetTrigger("WeaponSheathTrigger");
         if (dualSwitch)
         {
             StartCoroutine(_WeaponVisibility(weaponVisibility, false, true));
         }
         else
         {
             StartCoroutine(_WeaponVisibility(weaponVisibility, false, false));
         }
         //If using IKHands, trigger IK blend.
         if (rpgCharacterController.ikHands != null)
         {
             StartCoroutine(rpgCharacterController.ikHands._BlendIK(false, 0f, 0.2f, weaponVisibility));
         }
     }
     else
     {
         animator.SetTrigger("WeaponUnsheathTrigger");
         if (dualSwitch)
         {
             StartCoroutine(_WeaponVisibility(weaponVisibility, true, true));
         }
         else
         {
             StartCoroutine(_WeaponVisibility(weaponVisibility, true, false));
         }
         //If using IKHands, trigger IK blend.
         if (rpgCharacterController.ikHands != null)
         {
             StartCoroutine(rpgCharacterController.ikHands._BlendIK(true, 0.5f, 1, weaponVisibility));
         }
     }
 }