コード例 #1
0
ファイル: HumanCharacter.cs プロジェクト: tegates/Warzone
    public void Initialize()
    {
        this.MyAnimator = GetComponentInChildren<Animator>();
        this.MyReference = GetComponentInChildren<CharacterReference>();
        this.MyEventHandler = GetComponentInChildren<CharacterEventHandler>();

        this.MyReference.ParentCharacter = this;

        //setup animator parameters initial values
        this.MyAnimator.SetBool("IsAiming", false);
        this.MyAnimator.SetBool("IsSneaking", false);

        this.Destination = transform.position;
        MyNavAgent = GetComponent<NavMeshAgent>();
        UpperBodyState = HumanUpperBodyStates.Idle;
        ActionState = HumanActionStates.None;

        //load aim target and look target
        GameObject aimTarget = (GameObject)GameObject.Instantiate(Resources.Load("IKAimTargetRoot"));
        GameObject lookTarget = (GameObject)GameObject.Instantiate(Resources.Load("IKLookTarget"));
        AimTargetRoot = aimTarget.transform;
        AimTarget = AimTargetRoot.Find("IKAimTarget").transform;
        LookTarget = lookTarget.transform;

        this.MyAimIK = GetComponentInChildren<AimIK>();
        this.MyAimIK.solver.target = AimTarget;
        this.MyAimIK.solver.IKPositionWeight = 0;
        this.MyAimIK.solver.SmoothDisable();

        this.MyLeftHandIK = GetComponentInChildren<LeftHandIKControl>();
        this.MyLeftHandIK.Initialize();

        this.MyHeadIK = GetComponentInChildren<LookAtIK>();
        this.MyHeadIK.solver.target = LookTarget;

        this.MyStatus = new CharacterStatus();
        this.MyStatus.Initialize();

        //each time a human char is initialized it's added to NPC manager's list of human characters to keep track of
        GameManager.Inst.NPCManager.AddHumanCharacter(this);

        CurrentAnimState = new HumanAnimStateIdle(this);
        //SendCommand(HumanCharCommands.Unarm);

        MyAI = GetComponent<AI>();
        MyAI.Initialize(this);

        //subscribe events
        this.MyEventHandler.OnLongGunPullOutFinish += OnLongGunPullOutFinish;
        this.MyEventHandler.OnLongGunPutAwayFinish += OnLongGunPutAwayFinish;
        this.MyEventHandler.OnPistolPullOutFinish += OnPistolPullOutFinish;
        this.MyEventHandler.OnPistolPutAwayFinish += OnPistolPutAwayFinish;
        this.MyEventHandler.OnReloadFinish += OnReloadFinish;
        this.MyEventHandler.OnThrowFinish += OnThrowFinish;
        this.MyEventHandler.OnThrowLeaveHand += OnThrowLeaveHand;
        this.MyEventHandler.OnBulletInjury += OnBulletInjury;
        this.MyEventHandler.OnDeath += OnDeath;
    }
コード例 #2
0
ファイル: HumanCharacter.cs プロジェクト: rotorist/Warzone
	public void Initialize()
	{
		//load aim target and look target
		GameObject aimTarget = (GameObject)GameObject.Instantiate(Resources.Load("IKAimTargetRoot"));
		GameObject lookTarget = (GameObject)GameObject.Instantiate(Resources.Load("IKLookTarget"));
		AimTargetRoot = aimTarget.transform;
		AimTarget = AimTargetRoot.Find("IKAimTarget").transform;
		LookTarget = lookTarget.transform;


		LoadCharacterModel(this.CharacterID);




		this.MyEventHandler = GetComponent<CharacterEventHandler>();

		this.Destination = transform.position;
		MyNavAgent = GetComponent<NavMeshAgent>();
		UpperBodyState = HumanUpperBodyStates.Idle;
		ActionState = HumanActionStates.None;



		Markers = new CharacterMarkerSet();



		this.MyStatus = new CharacterStatus();
		this.MyStatus.Initialize();

		this.Stealth = new CharacterStealth(this);

		this.Inventory = new CharacterInventory();


		//each time a human char is initialized it's added to NPC manager's list of human characters to keep track of
		GameManager.Inst.NPCManager.AddHumanCharacter(this);

		CurrentAnimState = new HumanAnimStateIdle(this);
		//SendCommand(CharacterCommands.Unarm);

		MyAI = GetComponent<AI>();
		MyAI.Initialize(this);

		this.ArmorSystem = new ArmorSystem(this);

		_meleeStrikeStage = 0;
		_isLowThrow = false;
	}
コード例 #3
0
ファイル: HumanCharacter.cs プロジェクト: tegates/Warzone
    public override void SendCommand(HumanCharCommands command)
    {
        //following commands are not given by AI or user. All commands that will unlock the body go here

        if(IsBodyLocked)
        {
            return;
        }

        //following commands are given by AI or user, and can be locked
        CurrentAnimState.SendCommand(command);

        if(command == HumanCharCommands.Crouch)
        {
            CapsuleCollider collider = GetComponent<CapsuleCollider>();
            collider.height = 1.3f;
            collider.center = new Vector3(0, 0.6f, 0);

        }

        if(command == HumanCharCommands.StopCrouch)
        {
            CapsuleCollider collider = GetComponent<CapsuleCollider>();
            collider.height = 1.7f;
            collider.center = new Vector3(0, 1, 0);
        }

        if(command == HumanCharCommands.Aim && GetCurrentAnimWeapon() != WeaponAnimType.Unarmed && CurrentStance != HumanStances.Sprint)
        {
            if(ActionState == HumanActionStates.None)
            {
                UpperBodyState = HumanUpperBodyStates.Aim;
                MyAimIK.solver.SmoothEnable(2.5f);
                MyLeftHandIK.SmoothEnable();
                MyHeadIK.solver.SmoothDisable();
                MyAnimator.SetBool("IsAiming", true);
                //StartCoroutine(WaitAndEnableAimIK(0.2f));
            }
            else if(ActionState == HumanActionStates.SwitchWeapon)
            {
                UpperBodyState = HumanUpperBodyStates.Aim;
            }
        }

        if(command == HumanCharCommands.StopAim && ActionState == HumanActionStates.None)
        {
            UpperBodyState = HumanUpperBodyStates.Idle;
            MyAimIK.solver.SmoothDisable(9);
            MyHeadIK.solver.SmoothEnable();
            MyAnimator.SetBool("IsAiming", false);

            if(GetCurrentAnimWeapon() == WeaponAnimType.Pistol)
            {
                MyLeftHandIK.SmoothDisable(9);
            }
            //Debug.Log("stopping aim");
        }

        if(command == HumanCharCommands.Sprint)
        {

            if(CurrentStance == HumanStances.Crouch || CurrentStance == HumanStances.CrouchRun)
            {
                CurrentStance = HumanStances.CrouchRun;
            }
            else
            {
                CurrentStance = HumanStances.Sprint;
                MyAimIK.solver.SmoothDisable();
                MyHeadIK.solver.SmoothDisable();
            }
        }

        if(command == HumanCharCommands.StopSprint)
        {
            if(UpperBodyState == HumanUpperBodyStates.Aim)
            {
                MyAimIK.solver.SmoothEnable();
            }

            if(CurrentStance == HumanStances.CrouchRun || CurrentStance == HumanStances.Crouch)
            {
                CurrentStance = HumanStances.Crouch;
            }
            else
            {
                CurrentStance = HumanStances.Run;
            }
            MyHeadIK.solver.SmoothEnable();
        }

        if(command == HumanCharCommands.SwitchWeapon2)
        {
            Debug.Log("current human action state " + ActionState);
            if(ActionState == HumanActionStates.None)
            {
                MyLeftHandIK.SmoothDisable(15);
                MyAimIK.solver.SmoothDisable(9);
                MyAnimator.SetInteger("WeaponType", 2);
                SwitchWeapon("AK47");

                ActionState = HumanActionStates.SwitchWeapon;
            }
        }

        if(command == HumanCharCommands.SwitchWeapon1)
        {
            if(ActionState == HumanActionStates.None)
            {
                if(UpperBodyState == HumanUpperBodyStates.Aim)
                {
                    //MyLeftHandIK.SmoothEnable();
                }
                else
                {

                }
                MyLeftHandIK.SmoothDisable(15);
                MyAimIK.solver.SmoothDisable(9);
                MyAnimator.SetInteger("WeaponType", 1);
                SwitchWeapon("44MagnumRevolver");

                ActionState = HumanActionStates.SwitchWeapon;
            }
        }

        if(command == HumanCharCommands.Unarm)
        {
            if(ActionState == HumanActionStates.None)
            {
                MyLeftHandIK.SmoothDisable();
                UpperBodyState = HumanUpperBodyStates.Idle;
                MyAimIK.solver.SmoothDisable();
                MyHeadIK.solver.SmoothEnable();
                MyAnimator.SetBool("IsAiming", false);
                MyAnimator.SetInteger("WeaponType", 0);
                SwitchWeapon("");

                ActionState = HumanActionStates.SwitchWeapon;
            }
        }

        if(command == HumanCharCommands.PullTrigger)
        {
            if(ActionState != HumanActionStates.None || UpperBodyState != HumanUpperBodyStates.Aim)
            {
                return;
            }

            if(GetCurrentAnimWeapon() == WeaponAnimType.Longgun || GetCurrentAnimWeapon() == WeaponAnimType.Pistol)
            {
                //
                this.MyReference.CurrentWeapon.GetComponent<Gun>().TriggerPull();

            }
        }

        if(command == HumanCharCommands.ReleaseTrigger)
        {
            if(ActionState != HumanActionStates.None || UpperBodyState != HumanUpperBodyStates.Aim)
            {
                return;
            }

            if(GetCurrentAnimWeapon() == WeaponAnimType.Longgun || GetCurrentAnimWeapon() == WeaponAnimType.Pistol)
            {
                //
                this.MyReference.CurrentWeapon.GetComponent<Gun>().TriggerRelease();

            }
        }

        if(command == HumanCharCommands.Reload)
        {
            if(ActionState == HumanActionStates.None && this.MyReference.CurrentWeapon != null)
            {
                if(GetCurrentAnimWeapon() == WeaponAnimType.Longgun || GetCurrentAnimWeapon() == WeaponAnimType.Pistol)
                {
                    MyAimIK.solver.SmoothDisable();
                    MyAnimator.SetTrigger("Reload");

                    MyLeftHandIK.SmoothDisable();

                }

                MyHeadIK.solver.SmoothDisable();

                ActionState = HumanActionStates.Reload;

            }
        }

        if(command == HumanCharCommands.CancelReload)
        {
            if(ActionState == HumanActionStates.Reload && this.MyReference.CurrentWeapon != null)
            {
                Debug.Log("cancel reload");
                if(UpperBodyState == HumanUpperBodyStates.Aim)
                {
                    MyAimIK.solver.SmoothEnable();
                    MyAnimator.SetTrigger("CancelReload");
                }
                else
                {
                    MyAnimator.SetTrigger("CancelReload");
                }

                if(MyAnimator.GetInteger("WeaponType") == (int)WeaponAnimType.Longgun)
                {
                    MyLeftHandIK.SmoothEnable();
                }
                else
                {
                    Debug.Log("done reloading pistol " + UpperBodyState);
                    if(UpperBodyState == HumanUpperBodyStates.Aim)
                    {
                        MyLeftHandIK.SmoothEnable();
                    }
                    else
                    {
                        MyLeftHandIK.SmoothDisable();
                    }
                }

                MyHeadIK.solver.SmoothEnable();
                ActionState = HumanActionStates.None;
            }
        }

        if(command == HumanCharCommands.ThrowGrenade)
        {
            if(ActionState != HumanActionStates.None)
            {
                return;
            }

            if(UpperBodyState == HumanUpperBodyStates.Aim)
            {
                //MyAimIK.solver.SmoothDisable();
            }

            if(this.MyReference.CurrentWeapon != null && MyAnimator.GetInteger("WeaponType") == (int)WeaponAnimType.Longgun)
            {
                MyLeftHandIK.SmoothEnable();
            }

            //MyHeadIK.solver.SmoothDisable(1);

            //move weapon to torso mount so that right hand is free
            if(this.MyReference.CurrentWeapon != null)
            {
                this.MyReference.CurrentWeapon.transform.parent = this.MyReference.TorsoWeaponMount.transform;
            }
            MyAnimator.SetTrigger("ThrowGrenade");

            _throwTarget = this.AimPoint;
            _throwDir = this.AimPoint - transform.position;
            IsBodyLocked = true;

            ActionState = HumanActionStates.Throw;

            _thrownObjectInHand = ((GameObject)GameObject.Instantiate(Resources.Load("TestGrenade"))).GetComponent<ThrownObject>();
            _thrownObjectInHand.GetComponent<Rigidbody>().isKinematic = true;

            _thrownObjectInHand.transform.parent = this.MyReference.RightHandWeaponMount.transform;
            _thrownObjectInHand.transform.localPosition = _thrownObjectInHand.InHandPosition;
            _thrownObjectInHand.transform.localEulerAngles = _thrownObjectInHand.InHandRotation;
        }
    }
コード例 #4
0
ファイル: HumanCharacter.cs プロジェクト: rotorist/Warzone
	public override void SendCommand(CharacterCommands command)
	{
		if(!IsBodyLocked && !IsMoveLocked)
		{
			CurrentAnimState.SendCommand(command);
		}


		//following commands are not given by AI or user. All commands that will unlock the body go here
		if(command == CharacterCommands.StopAim)
		{
			if(ActionState == HumanActionStates.None)
			{
				MyAI.WeaponSystem.StopFiringRangedWeapon();
				UpperBodyState = HumanUpperBodyStates.Idle;
				MyAimIK.solver.SmoothDisable(6);
				MyHeadIK.SmoothEnable();
				MyAnimator.SetBool("IsAiming", false);
				MyReference.Flashlight.transform.localEulerAngles = new Vector3(27, 0, 0);

				if(GetCurrentAnimWeapon() == WeaponAnimType.Pistol || GetCurrentAnimWeapon() == WeaponAnimType.Grenade)
				{
					MyLeftHandIK.InstantDisable();
				}
			}
			else
			{
				UpperBodyState = HumanUpperBodyStates.Idle;
			}

			_isHipAiming = false;
			//Debug.LogError("stopping aim " + ActionState + " " + this.name);
		}

		if(command == CharacterCommands.Cancel)
		{
			if(ActionState == HumanActionStates.Strangle)
			{
				ActionState = HumanActionStates.None;
				MyAnimator.SetTrigger("Cancel");

				Vector3 lineOfSight = _strangleTarget.transform.position - transform.position;
				transform.position = _strangleTarget.transform.position - lineOfSight.normalized;

				if(_strangleTarget.IsAlive)
				{
					_strangleTarget.IsBodyLocked = false;
					_strangleTarget.MyAnimator.SetTrigger("Cancel");
					_strangleTarget = null;
				}

				IsBodyLocked = false;
				MyNavAgent.enabled = true;

			}
		}

		if(command == CharacterCommands.RightAttack)
		{
			ActionState = HumanActionStates.Melee;
			_meleeStrikeStage = 0;

			MyAnimator.SetTrigger("RightAttack");
			IsMoveLocked = true;
			MyHeadIK.SmoothDisable(9);

			Debug.Log("starting right attack");
		}

		if(command == CharacterCommands.LeftAttack)
		{
			ActionState = HumanActionStates.Melee;
			_meleeStrikeStage = 0;

			Vector3 lookDir = LookTarget.position - transform.position;
			lookDir = new Vector3(lookDir.x, 0, lookDir.z);

			Vector3 destDir = MyNavAgent.velocity.normalized; 
			destDir = new Vector3(destDir.x, 0, destDir.z);
			float lookDestAngle = Vector3.Angle(lookDir, destDir);

			if(MyNavAgent.velocity.magnitude > 0f && lookDestAngle < 70)
			{
				MyAnimator.SetTrigger("ComboAttack");
			}
			else
			{
				MyAnimator.SetTrigger("LeftAttack");
				IsMoveLocked = true;
			}
			MyHeadIK.SmoothDisable(9);

			Debug.Log("starting left attack");
		}

		if(command == CharacterCommands.Block)
		{
			ActionState = HumanActionStates.Block;
			this.MyLeftHandIK.Target = MyReference.CurrentWeapon.GetComponent<Weapon>().ForeGrip;
			this.MyLeftHandIK.SmoothEnable(20);
			_meleeStrikeStage = 0;
			MyAnimator.SetTrigger("Block");
			IsMoveLocked = true;

		}





		if(IsBodyLocked)
		{
			return;
		}

		//following commands are given by AI or user, and can be locked


		if(command == CharacterCommands.Crouch)
		{
			CapsuleCollider collider = GetComponent<CapsuleCollider>();
			collider.height = 1f;
			collider.center = new Vector3(0, 0.5f, 0);

		}

		if(command == CharacterCommands.StopCrouch)
		{
			CapsuleCollider collider = GetComponent<CapsuleCollider>();
			collider.height = 1.7f;
			collider.center = new Vector3(0, 1, 0);
		}

	
		if((command == CharacterCommands.Aim || command == CharacterCommands.HipAim) && CurrentStance != HumanStances.Sprint)
		{
			if(MyAI.ControlType != AIControlType.Player)
				Debug.Log("action state " + ActionState + " weapon type " + GetCurrentAnimWeapon() + " upper body state " + UpperBodyState);

			if((ActionState == HumanActionStates.None || ActionState == HumanActionStates.Twitch) && GetCurrentAnimWeapon() != WeaponAnimType.Unarmed && !MyAnimator.GetBool("IsAiming"))
			{
				if(MyAI.ControlType != AIControlType.Player)
					Debug.Log(command);

				if(GetCurrentAnimWeapon() == WeaponAnimType.Grenade || GetCurrentAnimWeapon() == WeaponAnimType.Tool)
				{
					MyLeftHandIK.SmoothDisable(6);
					UpperBodyState = HumanUpperBodyStates.HalfAim;
				}
				else
				{
					
					UpperBodyState = HumanUpperBodyStates.Aim;
					if(GetCurrentAnimWeapon() == WeaponAnimType.Pistol)
					{
						MyLeftHandIK.InstantDisable();
					}
					MyLeftHandIK.SmoothEnable(6);
					MyAimIK.solver.InstantDisable();
					MyAimIK.solver.CurvedEnable(6f);
					//if(GetCurrentAnimWeapon() != WeaponAnimType.Melee)
					{
						MyHeadIK.InstantDisable();
					}
					MyAnimator.SetBool("IsAiming", true);
					if(MyAI.ControlType != AIControlType.Player)
						Debug.LogError("Animation parameter IsAiming has been set");
					MyReference.Flashlight.transform.localEulerAngles = new Vector3(0, 0, 0);
				}
					
				/*
				//draw a new grenade if there isn't one
				if(GetCurrentAnimWeapon() == WeaponAnimType.Grenade)
				{
					if(_thrownObjectInHand == null)
					{
						DrawNextGrenade();
					}
				}
				*/

			}
			else if(ActionState == HumanActionStates.SwitchWeapon)
			{
				
				if(UpperBodyState == HumanUpperBodyStates.Aim && !MyAnimator.GetBool("IsAiming"))
				{
					
					MyLeftHandIK.InstantDisable();
					MyLeftHandIK.SmoothEnable(6);
					MyAimIK.solver.InstantDisable();
					MyAimIK.solver.SmoothEnable(6f);
					MyHeadIK.InstantDisable();
					MyAnimator.SetBool("IsAiming", true);
					if(MyAI.ControlType != AIControlType.Player)
						Debug.LogError("Animation parameter IsAiming has been set");
					MyReference.Flashlight.transform.localEulerAngles = new Vector3(0, 0, 0);
				}
				else
				{
					UpperBodyState = HumanUpperBodyStates.Aim;
				}

			}
			else if(GetCurrentAnimWeapon() == WeaponAnimType.Unarmed)
			{
				SendCommand(MyAI.WeaponSystem.GetBestWeaponChoice());

			}


			if(command == CharacterCommands.HipAim)
			{
				_isHipAiming = true;
			}
			else if(command == CharacterCommands.Aim)
			{
				_isHipAiming = false;
			}
		}



		if(command == CharacterCommands.Sprint)
		{

			/*
			if(CurrentStance == HumanStances.Crouch || CurrentStance == HumanStances.CrouchRun)
			{
				CurrentStance = HumanStances.CrouchRun;
			}
			else*/
			{
				CurrentStance = HumanStances.Sprint;
				MyAimIK.solver.SmoothDisable();
				MyHeadIK.InstantDisable();
			}
		}

		if(command == CharacterCommands.StopSprint)
		{
			if(UpperBodyState == HumanUpperBodyStates.Aim)
			{
				MyAimIK.solver.SmoothEnable();
			}

			if(CurrentStance == HumanStances.CrouchRun || CurrentStance == HumanStances.Crouch)
			{
				CurrentStance = HumanStances.Crouch;
			}
			else
			{
				CurrentStance = HumanStances.Run;
			}
			MyHeadIK.SmoothEnable();
		}

		if(command == CharacterCommands.SwitchWeapon2)
		{
			if((ActionState == HumanActionStates.None || ActionState == HumanActionStates.Twitch) && MyAI.WeaponSystem.PrimaryWeapon != null)
			{
				CsDebug.Inst.CharLog(this, "Start switching weapon2");
				MyLeftHandIK.SmoothDisable(15);
				MyAimIK.solver.SmoothDisable(9);

				//SwitchWeapon(Inventory.RifleSlot);
				_weaponToSwitch = Inventory.RifleSlot;
				if(MyAI.WeaponSystem.PrimaryWeapon.IsRanged)
				{
					MyAnimator.SetInteger("WeaponType", 2);
				}
				else
				{
					MyAnimator.SetInteger("WeaponType", 3);
				}

				ActionState = HumanActionStates.SwitchWeapon;
			}
		}

		if(command == CharacterCommands.SwitchWeapon1)
		{
			if((ActionState == HumanActionStates.None || ActionState == HumanActionStates.Twitch) && MyAI.WeaponSystem.SideArm != null)
			{
				if(UpperBodyState == HumanUpperBodyStates.Aim)
				{
					//MyLeftHandIK.SmoothEnable();
				}
				else
				{
					
				}
				MyLeftHandIK.SmoothDisable(15);
				MyAimIK.solver.SmoothDisable(9);
				MyAnimator.SetInteger("WeaponType", 1);
				//SwitchWeapon(Inventory.SideArmSlot);
				_weaponToSwitch = Inventory.SideArmSlot;

				ActionState = HumanActionStates.SwitchWeapon;
			}
		}

		if(command == CharacterCommands.SwitchThrown)
		{
			if(ActionState == HumanActionStates.None)
			{

				MyLeftHandIK.SmoothDisable(6);
				MyAimIK.solver.SmoothDisable(9);
				MyAnimator.SetInteger("WeaponType", -1);
				//SwitchWeapon(Inventory.ThrowSlot);
				_weaponToSwitch = Inventory.ThrowSlot;

				ActionState = HumanActionStates.SwitchWeapon;
			}
		}

		if(command == CharacterCommands.SwitchTool)
		{
			if(ActionState == HumanActionStates.None)
			{
				GameObject.Destroy(this.MyReference.CurrentWeapon);
				if(_thrownObjectInHand != null)
				{
					GameObject.Destroy(_thrownObjectInHand.gameObject);
				}

				MyLeftHandIK.SmoothDisable(6);
				MyAimIK.solver.SmoothDisable(9);
				MyAnimator.SetInteger("WeaponType", -2);
				//SwitchWeapon("ThrowingRock");

				ActionState = HumanActionStates.SwitchWeapon;
			}
		}

		if(command == CharacterCommands.Unarm)
		{
			if(ActionState == HumanActionStates.None)
			{
				MyLeftHandIK.SmoothDisable();
				UpperBodyState = HumanUpperBodyStates.Idle;
				MyAimIK.solver.SmoothDisable();
				MyHeadIK.SmoothEnable();
				MyAnimator.SetBool("IsAiming", false);
				MyAnimator.SetInteger("WeaponType", 0);
				//SwitchWeapon(null);
				_weaponToSwitch = null;

				ActionState = HumanActionStates.SwitchWeapon;
			}
		}

		if(command == CharacterCommands.PullTrigger)
		{
			if(ActionState != HumanActionStates.None || UpperBodyState != HumanUpperBodyStates.Aim)
			{
				return;
			}

			if(GetCurrentAnimWeapon() == WeaponAnimType.Longgun || GetCurrentAnimWeapon() == WeaponAnimType.Pistol)
			{
				//
				this.MyReference.CurrentWeapon.GetComponent<Gun>().TriggerPull();


			}
		}

		if(command == CharacterCommands.ReleaseTrigger)
		{
			if(ActionState != HumanActionStates.None || UpperBodyState != HumanUpperBodyStates.Aim)
			{
				return;
			}

			if(GetCurrentAnimWeapon() == WeaponAnimType.Longgun || GetCurrentAnimWeapon() == WeaponAnimType.Pistol)
			{
				//
				this.MyReference.CurrentWeapon.GetComponent<Gun>().TriggerRelease();


			}
		}


		if(command == CharacterCommands.Reload)
		{
			if(ActionState == HumanActionStates.None && this.MyReference.CurrentWeapon != null)
			{
				GunMagazine magazine = this.MyReference.CurrentWeapon.GetComponent<GunMagazine>();
				if(magazine != null && magazine.AmmoLeft < magazine.MaxCapacity)
				{
					GridItemData ammo = this.Inventory.FindItemInBackpack(magazine.LoadedAmmoID);
					if(ammo != null)
					{
						if(GetCurrentAnimWeapon() == WeaponAnimType.Longgun || GetCurrentAnimWeapon() == WeaponAnimType.Pistol)
						{
							MyAimIK.solver.SmoothDisable(12);
							MyAnimator.SetInteger("ReloadType", (int)magazine.ReloadType);
							MyAnimator.SetTrigger("Reload");
							
							MyLeftHandIK.SmoothDisable();

						}

						MyHeadIK.SmoothDisable();
							
						ActionState = HumanActionStates.Reload;
					}
				}

			}
		}



		if(command == CharacterCommands.CancelReload)
		{
			if(ActionState == HumanActionStates.Reload && this.MyReference.CurrentWeapon != null)
			{
				
				Debug.Log("cancel reload");
				ActionState = HumanActionStates.None;

				if(UpperBodyState == HumanUpperBodyStates.Aim)
				{
					MyAimIK.solver.SmoothEnable();
					MyAnimator.SetTrigger("CancelReload");
				}
				else
				{
					MyAnimator.SetTrigger("CancelReload");
				}

				if(MyAnimator.GetInteger("WeaponType") == (int)WeaponAnimType.Longgun)
				{
					MyLeftHandIK.SmoothEnable();
				}
				else
				{
					Debug.Log("done reloading pistol " + UpperBodyState);
					if(UpperBodyState == HumanUpperBodyStates.Aim)
					{
						MyLeftHandIK.SmoothEnable();
					}
					else
					{
						//MyLeftHandIK.SmoothDisable();
						SendCommand(CharacterCommands.StopAim);
					}
				}

				MyHeadIK.SmoothEnable();

			}
		}



		if(command == CharacterCommands.Throw || command == CharacterCommands.LowThrow)
		{
			if(ActionState != HumanActionStates.None)
			{
				return;
			}

			if(_thrownObjectInHand == null)
			{
				DrawNextGrenade();
			}


			MyAimIK.solver.SmoothDisable(15);
			if(command == CharacterCommands.LowThrow)
			{
				MyAnimator.SetTrigger("LowThrow");
				_isLowThrow = true;
			}
			else
			{
				MyAnimator.SetTrigger("Throw");
				_isLowThrow = false;
			}

			_throwTarget = this.AimPoint;
			Quaternion rotation = Quaternion.LookRotation(this.AimPoint - transform.position);
			transform.rotation = rotation;
			IsBodyLocked = true;
			Debug.Log("Throw triggered");
		}

		if(command == CharacterCommands.ThrowGrenade)
		{
			if(ActionState != HumanActionStates.None)
			{
				return;
			}

			if(UpperBodyState != HumanUpperBodyStates.Aim)
			{
				//MyAimIK.solver.transform = this.MyReference.TorsoWeaponMount.transform;
			}

			SendCommand(CharacterCommands.CancelReload);

			if(this.MyReference.CurrentWeapon != null && MyAnimator.GetInteger("WeaponType") == (int)WeaponAnimType.Longgun)
			{
				MyLeftHandIK.SmoothEnable();
			}

			//MyHeadIK.SmoothDisable(1);

			//move weapon to torso mount so that right hand is free
			if(this.MyReference.CurrentWeapon != null)
			{
				this.MyReference.CurrentWeapon.transform.parent = this.MyReference.TorsoWeaponMount.transform;
			}
			MyAnimator.SetTrigger("ThrowGrenade");

			_throwTarget = this.AimPoint;

			_throwDir = this.AimPoint - transform.position;
			IsBodyLocked = true;
			Quaternion rotation = Quaternion.LookRotation(new Vector3(_throwDir.x, 0, _throwDir.z));
			transform.rotation = rotation;

			ActionState = HumanActionStates.Throw;

			_thrownObjectInHand = ((GameObject)GameObject.Instantiate(Resources.Load("PipeGrenade"))).GetComponent<ThrownObject>();
			Explosive explosive = _thrownObjectInHand.GetComponent<Explosive>();
			if(explosive != null)
			{
				explosive.Attacker = this;
			}

			_thrownObjectInHand.GetComponent<Rigidbody>().isKinematic = true;

			_thrownObjectInHand.transform.parent = this.MyReference.RightHandWeaponMount.transform;
			_thrownObjectInHand.transform.localPosition = _thrownObjectInHand.InHandPosition;
			_thrownObjectInHand.transform.localEulerAngles = _thrownObjectInHand.InHandRotation;
		}

		if(command == CharacterCommands.UseTool)
		{
			if(ActionState != HumanActionStates.None || MyAI.BlackBoard.TargetEnemy == null)
			{
				return;
			}

			//check if the target enemy is close enough and angle between character and enemy is less than 45
			if(Vector3.Distance(MyAI.BlackBoard.TargetEnemy.transform.position, transform.position) > 2 || 
				Vector3.Angle(MyAI.BlackBoard.TargetEnemy.transform.forward, transform.forward) > 45)
			{
				return;
			}

			Vector3 lineOfSight = MyAI.BlackBoard.TargetEnemy.transform.position - transform.position;
			//check if angle between character facing and target line of sight is less than 45
			if(Vector3.Angle(lineOfSight, transform.forward) > 45)
			{
				return;
			}

			//stop movement
			SendCommand(CharacterCommands.Idle);
			IsBodyLocked = true;
			MyNavAgent.enabled = false;

			//place player right behind target
			transform.position = MyAI.BlackBoard.TargetEnemy.transform.position - lineOfSight.normalized * 0.25f;

			//align player facing direction to enemy's
			lineOfSight = new Vector3(lineOfSight.x, 0, lineOfSight.z);
			Quaternion rotation = Quaternion.LookRotation(lineOfSight);
			transform.rotation = rotation;

			MyAnimator.SetTrigger("Strangle");
			_strangleTarget = MyAI.BlackBoard.TargetEnemy;

			SendCommand(CharacterCommands.StopAim);
			ActionState = HumanActionStates.Strangle;
		}

		if(command == CharacterCommands.Pickup)
		{
			if(ActionState != HumanActionStates.None || MyAI.BlackBoard.PickupTarget == null)
			{
				return;
			}

			//move weapon to torso mount so that right hand is free
			if(this.MyReference.CurrentWeapon != null && MyAnimator.GetInteger("WeaponType") == (int)WeaponAnimType.Longgun)
			{
				this.MyReference.CurrentWeapon.transform.parent = this.MyReference.TorsoWeaponMount.transform;
			}
			MyAnimator.SetTrigger("TakeObject");


		}

		if(command == CharacterCommands.Loot)
		{
			if(ActionState != HumanActionStates.None)
			{
				return;
			}
			GameObject useTarget = MyAI.BlackBoard.UseTarget;
			Character target = MyAI.BlackBoard.InteractTarget;

			if(target != null && target.MyStatus.Health <= 0)
			{
				if(this.MyAI.ControlType == AIControlType.Player)
				{
					UIEventHandler.Instance.TriggerLootBody();

				}
			}
			else if(useTarget != null)
			{
				//open chest
				Chest chest = useTarget.GetComponent<Chest>();
				if(chest != null)
				{
					
					//open UI 
					UIEventHandler.Instance.TriggerLootChest();
				}
			}

		}

		if(command == CharacterCommands.Talk)
		{
			if(ActionState != HumanActionStates.None)
			{
				return;
			}
			Debug.Log("opening dialog");
			Character target = MyAI.BlackBoard.InteractTarget;

			if(target != null && target.MyStatus.Health > 0)
			{
				if(this.MyAI.ControlType == AIControlType.Player)
				{
					UIEventHandler.Instance.TriggerDialogue();

				}
			}

		}

		if(command == CharacterCommands.SetAlert)
		{
			float ambient = RenderSettings.ambientIntensity;

			if(MyAI.BlackBoard.GuardLevel == 1)
			{
				//weapon holstered; only turn on flash light (if has one) when completely dark
				if(MyReference.CurrentWeapon != null)
				{
					SendCommand(CharacterCommands.Unarm);
				}
				if(MyReference.Flashlight != null)
				{
					if(ambient <= 0.3f)
					{
						MyReference.Flashlight.Toggle(true);
					}
					else
					{
						MyReference.Flashlight.Toggle(false);
					}
				}
			}
			else if(MyAI.BlackBoard.GuardLevel >= 2)
			{
				if(MyReference.CurrentWeapon == null)
				{
					SendCommand(MyAI.WeaponSystem.GetBestWeaponChoice());
				}

				if(MyReference.Flashlight != null)
				{
					if(ambient <= 0.5f)
					{
						MyReference.Flashlight.Toggle(true);
					}
					else
					{
						MyReference.Flashlight.Toggle(false);
					}
				}
			}

		}



	}