private void GetPlayerScript() { //_playerMove = transform.GetComponent<PlayerMove>(); _playerStatus = this.GetComponent <PlayerStatus>(); _playerToolsBase = this.GetComponent <PlayerToolsBase>(); _playerInfo = this.GetComponent <PlayerInfo>(); //_thirdPersonCharacter_WSM = this.GetComponent<ThirdPersonCharacter_WSM>(); _testToolsManagers = this.GetComponent <TestToolsManagers>(); _motionController = this.GetComponent <com.ootii.Actors.AnimationControllers.MotionController>(); //_leftBackpackController = _leftHandController.transform.Find("RadialMenu/RadialMenuUI/Panel").GetComponent<BackpackController>(); //_rightBackpackController = _rightHandController.transform.Find("RadialMenu/RadialMenuUI/Panel").GetComponent<BackpackController>(); }
/// <summary> /// Used to determine if the motor should activate /// </summary> /// <param name="rActiveMotor">Current active motor</param> /// <returns></returns> public override bool TestActivate(CameraMotor rActiveMotor) { UpdateToggle(); if (!_IsEnabled) { return(false); } if (_LimitToStart && RigController.ActiveMotorIndex != _StartMotorIndex) { return(false); } bool lActivate = false; // Priority activation //if (!_LimitToStart || RigController.ActiveMotorIndex == _StartMotorIndex) { if (_ActionAlias.Length > 0 && RigController.InputSource != null) { if (_ActionAliasEventType == 0) { if (RigController.InputSource.IsJustPressed(_ActionAlias) || (mIsActionAliasInUse && !mWasActionAliasInUse)) { lActivate = true; } else if (_LimitToStart && RigController.InputSource.IsPressed(_ActionAlias)) { lActivate = true; } } else if (_ActionAliasEventType == 1) { if (RigController.InputSource.IsJustReleased(_ActionAlias) || (!mIsActionAliasInUse && mWasActionAliasInUse)) { lActivate = true; } } } } // Priority activation if (!lActivate && TestDistance && RigController.ActiveMotor != null) { if (DistanceCompareType == 0) { if (RigController.ActiveMotor.Distance < DistanceValue) { lActivate = true; } } else if (DistanceCompareType == 1) { if (RigController.ActiveMotor.Distance > DistanceValue) { lActivate = true; } } else { if (Mathf.Abs(RigController.ActiveMotor.Distance - DistanceValue) < 0.001f) { lActivate = true; } } } #if OOTII_MC // Activation limiters if (lActivate) { if (mActorStances != null && mActorStances.Count > 0 && RigController.CharacterController != null) { lActivate = false; GameObject lGameObject = RigController.CharacterController.gameObject; com.ootii.Actors.AnimationControllers.MotionController lMotionController = lGameObject.GetComponent <com.ootii.Actors.AnimationControllers.MotionController>(); if (lMotionController != null) { int lStance = lMotionController.Stance; if (mActorStances.Contains(lStance)) { lActivate = true; } } } } // See if we need to activate because we are no longer in a valid actor stance we should be in else if (_InvertVerifyActorStances && mActorStances != null && mActorStances.Count > 0 && RigController.CharacterController != null) { // Only do it if we are in the start motor //if (!_LimitToStart || RigController.ActiveMotorIndex == _StartMotorIndex) { GameObject lGameObject = RigController.CharacterController.gameObject; // Only do it if we are not in a required stance com.ootii.Actors.AnimationControllers.MotionController lMotionController = lGameObject.GetComponent <com.ootii.Actors.AnimationControllers.MotionController>(); if (lMotionController != null) { int lStance = lMotionController.Stance; if (!mActorStances.Contains(lStance)) { lActivate = true; } } } } #endif return(lActivate); }