コード例 #1
0
        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;
            }
        }
コード例 #2
0
 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);
 }
コード例 #3
0
        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");
            }
        }
コード例 #4
0
 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
 }