public void Enter() { shootAndRaise = true; transitionID = this.currentID; elapsedTime = 0f; animator.SetBool(isHoldTimeoutHash, false); }
public ERangedAttackID CheckTransition() { if (elapsedTime > holdWeaponInfo.HoldTime) { animator.SetBool(isHoldTimeoutHash, true); transitionID = ERangedAttackID.LayDown; shootAndRaise = false; return(transitionID); } else if (control.InputInfo.IsAttackingRanged && !control.InputInfo.IsReloadEnabled && invertoryLogic.InputInfo.CurrentWeapons.CurrentRangedWeapon.CanShoot) { transitionID = ERangedAttackID.Shoot; shootAndRaise = false; return(transitionID); } else if (control.InputInfo.IsReloadEnabled && !control.InputInfo.IsAttackingRanged && invertoryLogic.InputInfo.CurrentWeapons.CurrentRangedWeapon.IsReloadEnabled) { transitionID = ERangedAttackID.Reload; return(transitionID); } else { return(this.currentID); } }
public LaydownState(bool conCurrentCanRun, ref IRangedCombatLogic control, ERangedAttackID currentID, ref IInvertoryLogic invertoryLogic) { this.conCurrentCanRun = conCurrentCanRun; this.control = control; this.currenStateID = currentID; this.invertoryLogic = invertoryLogic; }
public ShootState(bool canConcurentRun, ERangedAttackID currentStateID, ref IRangedCombatLogic control, ref Animator animator, ref IInvertoryLogic invertoryLogic) { this.canConcurentRun = canConcurentRun; this.currentStateID = currentStateID; this.control = control; this.animator = animator; this.invertoryLogic = invertoryLogic; }
// TODO: weapon Invertory current weapon ref InvertoryWeapons public ReloadState(bool conCurrentCanRun, ref IRangedCombatLogic control, ERangedAttackID currentID, ref IInvertoryLogic invertoryLogic, ref Animator animator) { this.conCurrentCanRun = conCurrentCanRun; this.control = control; this.currentID = currentID; this.invertoryLogic = invertoryLogic; this.animator = animator; }
public HoldState(bool canConcurrentRun, ref IRangedCombatLogic control, ERangedAttackID currentID, ref IHoldWeapon holdWeaponInfo, ref Animator animator, ref IInvertoryLogic invertoryLogic) { this.canConcurrentRun = canConcurrentRun; this.control = control; this.currentID = currentID; this.animator = animator; this.holdWeaponInfo = holdWeaponInfo; this.invertoryLogic = invertoryLogic; }