// Stop Aiming current Weapon. public virtual void stopAiming() { if (m_characterState.Equals(CharacterMainStates.Aimed)) { m_characterState = CharacterMainStates.Armed_not_Aimed; m_equipmentModule.getCurrentWeapon().setAimed(false); } }
// Aim Current Weapon - public virtual void aimWeapon() { if (m_characterState.Equals(CharacterMainStates.Armed_not_Aimed) && !isEquipingWeapon() && !m_characterState.Equals(CharacterMainStates.Dodge)) { m_characterState = CharacterMainStates.Aimed; m_equipmentModule.getCurrentWeapon().setAimed(true); } }
public void dodgeAttack(Vector3 dodgeDirection) { if (!m_characterState.Equals(CharacterMainStates.Dodge)) { m_characterState = CharacterMainStates.Dodge; m_animationModule.triggerDodge(); m_movmentModule.dodge(dodgeDirection); m_equipmentModule.releaseTrigger(); } }
public void DodgeEnd() { if (m_animationModule.isEquiped()) { m_characterState = CharacterMainStates.Armed_not_Aimed; } else { m_characterState = CharacterMainStates.Idle; } }
public void togglepSecondaryWeapon() { // !important Returns the character state after the toggle m_characterState = m_equipmentModule.toggleSecondary(); }
public void togglePrimaryWeapon() { // !improtant. Returns the character state after the toggle. m_characterState = m_equipmentModule.togglePrimary(); }