Esempio n. 1
0
 public void UpdateAnimation(AnimChangeType type, AnimChangeState state)
 {
     switch (type)
     {
     case AnimChangeType.UNDERWATER:
         AnimationController["is_underwater"] = state != AnimChangeState.OFF;
         break;
     }
 }
Esempio n. 2
0
 public void UpdateAnimation(AnimChangeType type, AnimChangeState state)
 {
     switch (type)
     {
     case AnimChangeType.Underwater:
         animationController.SetBool("is_underwater", state != AnimChangeState.Off);
         break;
     }
 }
        public void Update()
        {
            AnimChangeState underwaterState = (AnimChangeState)(Player.main.GetIsUnderwater() ? 1 : 0);

            if (lastUnderwaterState != underwaterState)
            {
                Multiplayer.PacketSender.AnimationChange(AnimChangeType.Underwater, underwaterState);
                lastUnderwaterState = underwaterState;
            }
        }
Esempio n. 4
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        public void Update()
        {
            AnimChangeState underwaterState = (AnimChangeState)(Player.main.IsUnderwater() ? 1 : 0);

            if (lastUnderwaterState != underwaterState)
            {
                localPlayer.AnimationChange(AnimChangeType.UNDERWATER, underwaterState);
                lastUnderwaterState = underwaterState;
            }
        }
Esempio n. 5
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        public void UpdateAnimation(AnimChangeType type, AnimChangeState state)
        {
            switch (type)
            {
            case AnimChangeType.UNDERWATER:
                AnimationController["is_underwater"] = state != AnimChangeState.OFF;
                break;

            case AnimChangeType.BENCH:
                AnimationController["cinematics_enabled"] = state != AnimChangeState.UNSET;
                AnimationController["bench_sit"]          = state == AnimChangeState.ON;
                AnimationController["bench_stand_up"]     = state == AnimChangeState.OFF;
                break;
            }
        }
Esempio n. 6
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        public void UpdateAnimation(string playerId, AnimChangeType type, AnimChangeState state)
        {
            GameObject          player     = GetPlayerGameObject(playerId);
            GameObject          playerView = player.transform.Find("player_view").gameObject;
            AnimationController controller = playerView.GetComponent <AnimationController>();

            bool animationValue;

            switch (type)
            {
            case AnimChangeType.Underwater:
                animationValue = (state != AnimChangeState.Off);
                controller.SetBool("is_underwater", animationValue);
                break;
            }
        }
Esempio n. 7
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        public void AnimationChange(AnimChangeType type, AnimChangeState state)
        {
            AnimationChangeEvent animEvent = new AnimationChangeEvent(packetSender.PlayerId, (int)type, (int)state);

            packetSender.Send(animEvent);
        }
Esempio n. 8
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        public void AnimationChange(AnimChangeType type, AnimChangeState state)
        {
            AnimationChangeEvent animEvent = new AnimationChangeEvent(multiplayerSession.Reservation.PlayerId, (int)type, (int)state);

            packetSender.Send(animEvent);
        }