private static void OnEnter_Mage(FireLunarNeedle self) { var stepper = self.characterBody.GetComponent <Class1.HeresyStepperTracker>(); //stepper.stepperMage = !stepper.stepperMage; if (stepper.Step()) { if (self.attackSpeedStat < EntityStates.Mage.Weapon.FireFireBolt.attackSpeedAltAnimationThreshold) { self.PlayCrossfade("Gesture, Additive", "Cast1Right", "FireGauntlet.playbackRate", self.duration, 0.1f); self.PlayAnimation("Gesture Left, Additive", "Empty"); self.PlayAnimation("Gesture Right, Additive", "Empty"); return; } self.PlayAnimation("Gesture Right, Additive", "FireGauntletRight", "FireGauntlet.playbackRate", self.duration); self.PlayAnimation("Gesture, Additive", "HoldGauntletsUp", "FireGauntlet.playbackRate", self.duration); FireNeedle(self, "MuzzleRight"); return; } else { if (self.attackSpeedStat < EntityStates.Mage.Weapon.FireFireBolt.attackSpeedAltAnimationThreshold) { self.PlayCrossfade("Gesture, Additive", "Cast1Left", "FireGauntlet.playbackRate", self.duration, 0.1f); self.PlayAnimation("Gesture Left, Additive", "Empty"); self.PlayAnimation("Gesture Right, Additive", "Empty"); return; } self.PlayAnimation("Gesture Left, Additive", "FireGauntletLeft", "FireGauntlet.playbackRate", self.duration); self.PlayAnimation("Gesture, Additive", "HoldGauntletsUp", "FireGauntlet.playbackRate", self.duration); FireNeedle(self, "MuzzleLeft"); return; } }
private static void OnEnter_Captain(FireLunarNeedle self) { //self.PlayAnimation("Gesture, Additive", "FireCaptainShotgun"); //self.PlayAnimation("Gesture, Override", "FireCaptainShotgun"); self.PlayCrossfade("Gesture, Override", "ChargeCaptainShotgun", "ChargeCaptainShotgun.playbackRate", self.duration, 0.1f); self.PlayCrossfade("Gesture, Additive", "ChargeCaptainShotgun", "ChargeCaptainShotgun.playbackRate", self.duration, 0.1f); FireNeedle(self, EntityStates.Captain.Weapon.FireTazer.targetMuzzle); }
private static void OnEnter_Engi(FireLunarNeedle self) { var stepper = self.characterBody.GetComponent <Class1.HeresyStepperTracker>(); if (stepper.Step()) { self.PlayCrossfade("Gesture Left Cannon, Additive", "FireGrenadeLeft", 0.1f); FireNeedle(self, "MuzzleLeft"); } else { self.PlayCrossfade("Gesture Right Cannon, Additive", "FireGrenadeRight", 0.1f); FireNeedle(self, "MuzzleRight"); } }
private static void OnEnter_Loader(FireLunarNeedle self) { //var stepper = self.characterBody.GetComponent<Class1.HeresyStepperTracker>(); //stepper.stepperLoader = !stepper.stepperLoader; //string animationStateName = (stepper.Step()) ? "SwingFistRight" : "SwingFistLeft"; //self.PlayCrossfade("Gesture, Additive", animationStateName, "SwingFist.playbackRate", self.duration, 0.1f); //self.PlayCrossfade("Gesture, Override", animationStateName, "SwingFist.playbackRate", self.duration, 0.1f); self.PlayCrossfade("FullBody, Override", "ChargePunch", "ChargePunch.playbackRate", self.duration, 0.1f); FireNeedle(self, "Head"); //todo find good muzzle }