private void UpdateWeaponAnimation(IAdaptiveContainer <IFsmInputCommand> commandsContainer, PlayerEntity playerEntity) { try { SingletonManager.Get <DurationHelp>().ProfileStart(CustomProfilerStep.StateUpdateWeaponAnimation); // 更新武器动画 _weaponAnim.FromAvatarAnimToWeaponAnimProgress(commandsContainer, playerEntity.appearanceInterface.Appearance.GetWeaponP1InHand(), playerEntity.appearanceInterface.Appearance.GetWeaponP3InHand(), playerEntity.networkWeaponAnimation); _weaponAnim.FromWeaponAnimProgressToWeaponAnim( playerEntity.appearanceInterface.Appearance.GetWeaponP1InHand(), playerEntity.appearanceInterface.Appearance.GetWeaponP3InHand(), playerEntity.networkWeaponAnimation); // 武器动画结束 _weaponAnim.WeaponAnimFinishedUpdate(commandsContainer, playerEntity.appearanceInterface.Appearance.GetWeaponP1InHand(), playerEntity.appearanceInterface.Appearance.GetWeaponP3InHand(), playerEntity.networkWeaponAnimation); } finally { SingletonManager.Get <DurationHelp>().ProfileEnd(CustomProfilerStep.StateUpdateWeaponAnimation); } }
protected override void OnPlayBack(PlayerEntity player) { if (!player.gamePlay.IsLifeState(EPlayerLifeState.Dead)) { try { _info.BeginProfileOnlyEnableProfile(); _weaponAnimation.FromWeaponAnimProgressToWeaponAnim( null, player.appearanceInterface.Appearance.GetWeaponP3InHand(), player.networkWeaponAnimation); } finally { _info.EndProfileOnlyEnableProfile(); } } }