public override bool RollBackAction(PlayerProperty playerProperty) { var playerChangeStateComponent = playerProperty.GetComponent <PlayerChangeState>(); if (playerChangeStateComponent == null) { Debug.LogError("Can not roll back because the PlayerChangeState component is not add to player!"); return(false); } playerChangeStateComponent.ChangeState(); return(true); }
private void CDUpdate() { if (!PlayerPropertyInstance) { return; } if (!playerShoot) { playerShoot = PlayerPropertyInstance.GetComponent <PlayerShoot>(); } pistolCD.fillAmount = playerShoot.CurCD[1] / playerShoot.MaxCD[1]; grenadeCD.fillAmount = playerShoot.CurCD[2] / playerShoot.MaxCD[2]; missileCD.fillAmount = playerShoot.CurCD[0] / playerShoot.MaxCD[0]; }
public override bool ExcuteAction(PlayerProperty playerProperty) { CurrentTimeFrame++; if (CurrentTimeFrame == (m_actionTimeFrame / 2)) { var playerChangeStateComponent = playerProperty.GetComponent <PlayerChangeState>(); if (playerChangeStateComponent == null) { Debug.LogError("Can not change state because the PlayerChangeState component is not add to player!"); return(false); } playerChangeStateComponent.ChangeState(); } return(CurrentTimeFrame > m_actionTimeFrame); }