private void PlayHitAnimation(PlayerBaseAttackLogic attackLogic) { //Play hit anim string hitAnimName = attackLogic.GetHitAnimName(m_MovementComponent.GetCurrentStance(), EStunAnimState.In); m_Anim.Play(hitAnimName, 0, 0); }
public virtual bool EvaluateConditions(PlayerBaseAttackLogic currentAttackLogic) { bool conditionIsValid = true; PlayerAttack attack = GetAttack(); if (m_MovementComponent != null) { conditionIsValid &= (attack.m_NeededStanceList.Contains(m_MovementComponent.GetCurrentStance())); } if (attack.m_HasCondition) { if (attack.m_SuperGaugeAmountNeeded > 0f) { PlayerSuperGaugeSubComponent superGaugeSC = m_AttackComponent.GetSuperGaugeSubComponent(); if (superGaugeSC != null) { conditionIsValid &= superGaugeSC.GetCurrentGaugeValue() >= attack.m_SuperGaugeAmountNeeded; } } if (attack.m_HasAttackRequirement) { conditionIsValid &= (currentAttackLogic != null && currentAttackLogic.GetAttack().m_AnimationAttackName == attack.m_AttackRequired); } if (attack.m_HasMovementRequirement) { conditionIsValid &= attack.m_MovementRequiredList.Contains(m_MovementComponent.GetMovingDirection()); } } return(conditionIsValid); }
private void TriggerProximityGuard() { m_Animator.ResetTrigger(K_ANIM_ONPROXIMITYEND_TRIGGER); m_Animator.Play(K_ANIM_PROXIMITY + m_PlayerMovementComponent.GetCurrentStance().ToString() + K_ANIM_IN, 0, 0); Utils.GetPlayerEventManager(m_Owner).TriggerEvent(EPlayerEvent.StopMovement); }