private void OnExitState() { BowController.State state = this.m_State; if (state == BowController.State.AimLoop) { Player.Get().StopShake(0.5f); Player.Get().StopAim(); this.m_MaxAim = false; } }
private void SetState(BowController.State state) { if (this.m_State == state) { return; } this.OnExitState(); this.m_State = state; this.m_EnterStateTime = Time.time; this.OnEnterState(); }
public override void GetInputActions(ref List <int> actions) { BowController.State state = this.m_State; if (state != BowController.State.Idle) { if (state == BowController.State.AimLoop) { actions.Add(16); } } else if (this.m_Arrow != null) { actions.Add(14); } }
private void OnEnterState() { BowController.State state = this.m_State; if (state != BowController.State.AimLoop) { if (state == BowController.State.Shot) { this.m_ShotSetStateTime = Time.time; this.Shot(); return; } } else { this.StartShake(); Player.Get().StartAim(Player.AimType.Bow, 9f); } }
private void SetState(BowController.State state) { this.m_State = state; this.m_EnterStateTime = Time.time; }