public static void CharacterUnmount(this ICharacterState State, Action holsterStart, Action holsterEnd,
                                     float unarmParam)
 {
     _loggerAdapter.Info("[Tmp]Interrupt");
     State.InterruptAction();
     State.ForceFinishGrenadeThrow();
     State.Holster(holsterStart, holsterEnd, unarmParam);
 }
Esempio n. 2
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        protected override bool CheckInterrupt(PlayerWeaponController controller, WeaponSideCmd cmd)
        {
            if (throwingActionData.IsReady && cmd.FiltedInput(EPlayerInput.IsThrowingInterrupt))
            {
                DebugUtil.MyLog("Throw interrupt");
                //拉栓未投掷,打断投掷动作
                characterState.ForceFinishGrenadeThrow();
                controller.UnArmWeapon(false);
                return(true);
            }

            return(false);
        }
 public static void CharacterUnmount(this ICharacterState State, System.Action unarm, float unarmParam)
 {
     State.InterruptAction();
     State.ForceFinishGrenadeThrow();
     State.Unarm(unarm, unarmParam);
 }
Esempio n. 4
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 public static void CharacterUnmount(this ICharacterState State, System.Action holsterStart, System.Action holsterEnd, float unarmParam)
 {
     State.InterruptAction();
     State.ForceFinishGrenadeThrow();
     State.Holster(holsterStart, holsterEnd, unarmParam);
 }