private void OnMovement(ServerResponse movement) { fpsAnimator.SetMovement(movement.Position.ToVector3(), movement.TimeDelta); if (movement.IncludesJump) { fpsAnimator.Jump(); } movementTimeout = movement.TimeDelta * stopAnimatingAfterUpdates; isMoving = true; }
private void Animations(bool isJumping) { fpsAnimator.SetAiming(gunState.Data.IsAiming); fpsAnimator.SetGrounded(movement.IsGrounded); fpsAnimator.SetMovement(transform.position, Time.deltaTime); fpsAnimator.SetPitch(pitchTransform.transform.localEulerAngles.x); if (isJumping) { fpsAnimator.Jump(); } }