Esempio n. 1
0
 public virtual void ExitBuildMode()
 {
     tpInput.SetLockAllInput(false);
     currentBuild.ExitBuild();
     if (currentBuild.strafeWhileCreate && tpInput.cc.locomotionType != vThirdPersonMotor.LocomotionType.OnlyStrafe)
     {
         tpInput.SetStrafeLocomotion(false);
     }
     tpInput.ResetCameraState();
     onExitBuildMode.Invoke();
     genericAction.SetLockTriggerEvents(false);
 }
        public virtual void ResetTriggerSettings()
        {
            if (debugMode)
            {
                Debug.Log("Reset Trigger Settings");
            }

            // reset player gravity and collision
            EnablePlayerGravityAndCollision();
            // reset the Animator parameter ActionState back to 0
            ResetActionState();
            // reset the CameraState to the Default state
            tpInput.ResetCameraState();
            // reset canTriggerAction so you can trigger another action
            //canTriggerAction = false;
            if (triggerAction != null && actions.ContainsKey(triggerAction._collider))
            {
                actions.Remove(triggerAction._collider);
            }
            triggerAction = null;
            // reset triggerActionOnce so you can trigger again
            //  triggerActionOnce = false;
            doingAction   = false;
            actionStarted = false;
        }
        protected virtual void ResetPlayerSettings()
        {
            if (debugMode)
            {
                Debug.Log("Reset Player Settings");
            }
            if (!playingAnimation || tpInput.cc.animator.GetCurrentAnimatorStateInfo(0).normalizedTime >= triggerAction.endExitTimeAnimation)
            {
                tpInput.cc.EnableGravityAndCollision(0f);             // enable again the gravity and collision
                tpInput.cc.animator.SetInteger("ActionState", 0);     // Reset actions State to 0
            }

            // reset camera state to default
            tpInput.ResetCameraState();
            canTriggerAction  = false;
            triggerActionOnce = false;
        }
Esempio n. 4
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        public virtual void ResetTriggerSettings()
        {
            DebugAction("Reset Trigger Settings ");

            // reset player gravity and collision
            EnablePlayerGravityAndCollision();
            // reset the Animator parameter ActionState back to 0
            ResetActionState();
            // reset the CameraState to the Default state
            tpInput.ResetCameraState();
            // remove the collider from the actions list
            if (triggerAction != null && actions.ContainsKey(triggerAction._collider))
            {
                actions.Remove(triggerAction._collider);
            }
            triggerAction = null;
            doingAction   = false;
            actionStarted = false;
        }
Esempio n. 5
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        public virtual void ResetTriggerSettings(bool removeTrigger = true)
        {
            if (debugMode)
            {
                Debug.Log($"<b>GenericAction: </b>Reset Trigger Settings ");
            }

            // reset player gravity and collision
            EnablePlayerGravityAndCollision();
            // reset the Animator parameter ActionState back to 0
            ResetActionState();
            // reset the CameraState to the Default state
            tpInput.ResetCameraState();
            // remove the collider from the actions list
            if (triggerAction != null && actions.ContainsKey(triggerAction._collider) && removeTrigger)
            {
                actions.Remove(triggerAction._collider);
            }
            triggerAction = null;
            doingAction   = false;
            actionStarted = false;
        }