private void ChangeJump(float prevJump, float newJump) { if (AnimationJump != null) { AnimationJump.ChangeSpeed(0, prevJump - newJump); } if (AnimationFall != null) { AnimationFall.ChangeSpeed(0, newJump - prevJump); } }
public void Copy(EssentialsObject _object) { if (_object == null) { return; } base.Copy(_object); DefaultRunningSpeed = _object.DefaultRunningSpeed; DefaultWalkingSpeed = _object.DefaultWalkingSpeed; DefaultTurningSpeed = _object.DefaultTurningSpeed; IgnoreAnimationRun = _object.IgnoreAnimationRun; AnimationRun.Copy(_object.AnimationRun); IgnoreAnimationWalk = _object.IgnoreAnimationWalk; AnimationWalk.Copy(_object.AnimationWalk); IgnoreAnimationIdle = _object.IgnoreAnimationIdle; AnimationIdle.Copy(_object.AnimationIdle); IgnoreAnimationJump = _object.IgnoreAnimationJump; AnimationJump.Copy(_object.AnimationJump); IgnoreAnimationFall = _object.IgnoreAnimationFall; AnimationFall.Copy(_object.AnimationFall); IgnoreAnimationCrawlMove = _object.IgnoreAnimationCrawlMove; AnimationCrawlMove.Copy(_object.AnimationCrawlMove); IgnoreAnimationCrawlIdle = _object.IgnoreAnimationCrawlIdle; AnimationCrawlIdle.Copy(_object.AnimationCrawlIdle); IgnoreAnimationCrouchMove = _object.IgnoreAnimationCrouchMove; AnimationCrouchMove.Copy(_object.AnimationCrouchMove); IgnoreAnimationCrouchIdle = _object.IgnoreAnimationCrouchIdle; AnimationCrouchIdle.Copy(_object.AnimationCrouchIdle); IgnoreAnimationDead = _object.IgnoreAnimationDead; AnimationDead.Copy(AnimationDead); IgnoreAnimationAttack = _object.IgnoreAnimationAttack; AnimationAttack.Copy(_object.AnimationAttack); IgnoreAnimationImpact = _object.IgnoreAnimationImpact; AnimationImpact.Copy(_object.AnimationImpact); //MotionControl = _object.MotionControl; GroundOrientation = _object.GroundOrientation; TrophicLevel = _object.TrophicLevel; IsCannibal = _object.IsCannibal; UseAutoDetectInteractors = _object.UseAutoDetectInteractors; Target.Copy(_object.Target); BehaviourFoldout = _object.BehaviourFoldout; BehaviourModeTravel = _object.BehaviourModeTravel; BehaviourModeLeisure = _object.BehaviourModeLeisure; BehaviourModeRendezvous = _object.BehaviourModeRendezvous; BehaviourModeRun = _object.BehaviourModeRun; BehaviourModeIdle = _object.BehaviourModeIdle; BehaviourModeWalk = _object.BehaviourModeWalk; BehaviourModeSpawn = _object.BehaviourModeSpawn; BehaviourModeSpawnEnabled = _object.BehaviourModeSpawnEnabled; BehaviourModeDead = _object.BehaviourModeDead; BehaviourModeDeadEnabled = _object.BehaviourModeDeadEnabled; BehaviourModeWait = _object.BehaviourModeWait; BehaviourModeWaitEnabled = _object.BehaviourModeWaitEnabled; BehaviourModeMounted = _object.BehaviourModeMounted; BehaviourModeMountedEnabled = _object.BehaviourModeMountedEnabled; BehaviourModeJump = _object.BehaviourModeJump; BehaviourModeJumpEnabled = _object.BehaviourModeJumpEnabled; BehaviourModeFall = _object.BehaviourModeFall; BehaviourModeFallEnabled = _object.BehaviourModeFallEnabled; BehaviourModeSlide = _object.BehaviourModeSlide; BehaviourModeSlideEnabled = _object.BehaviourModeSlideEnabled; BehaviourModeVault = _object.BehaviourModeVault; BehaviourModeVaultEnabled = _object.BehaviourModeVaultEnabled; BehaviourModeClimb = _object.BehaviourModeClimb; BehaviourModeClimbEnabled = _object.BehaviourModeClimbEnabled; }