/// <summary> /// This method acts to buffer trigger events in our Animator. If a button is pressed again while our coroutine is still /// active, it will simply reset the buffer timer and exit out of the new cotourine. /// </summary> /// <param name="AnimationHash"></param> /// <param name="AttackBufferInFrames"></param> /// <returns></returns> private IEnumerator BeginBufferTriggerInput(int AnimationHash, int AttackBufferInFrames) { if (TriggerInputBufferDictionary.ContainsKey(AnimationHash)) { TriggerInputBufferDictionary[AnimationHash] = AttackBufferInFrames; yield break; } TriggerInputBufferDictionary.Add(AnimationHash, AttackBufferInFrames); while (TriggerInputBufferDictionary[AnimationHash] > 0) { --TriggerInputBufferDictionary[AnimationHash]; yield return(null); } AssociatedAnimator.SetBool(AnimationHash, false); TriggerInputBufferDictionary.Remove(AnimationHash); }
/// <summary> /// /// </summary> /// <param name="AnimationHash"></param> /// <param name="Value"></param> public void SetAnimationBool(int AnimationHash, bool Value) { AssociatedAnimator.SetBool(AnimationHash, Value); }