public override void InvokeAction() { // Store a transform for the destination position GameObject dummyObject = new GameObject("DummyLocation"); dest = dummyObject.transform; // Get the actor and details actor = cutSceneDefinition.actor(actorName) as KerbalActor; Vessel eva = actor.eva; body = eva.mainBody; kerbalEVA = eva.gameObject.GetComponent <KerbalEVA>(); // Set up the animation kerbalEVA.Animations.walkLowGee.State.speed = 2.7f; KerbalAnimationState animState = body.GeeASL > kerbalEVA.minWalkingGee ? kerbalEVA.Animations.walkFwd : kerbalEVA.Animations.walkLowGee; // TODO - fixme //kerbalEVA.animation.CrossFade(animState.animationName); // Create the enumerator waypointEnumerator = waypoints.GetEnumerator(); // Start the next waypoint NextWaypoint(); }
public override void InvokeAction() { // Store a transform for the destination position GameObject dummyObject = new GameObject("DummyLocation"); dest = dummyObject.transform; // Get the actor and details actor = cutSceneDefinition.actor(actorName) as KerbalActor; Vessel eva = actor.eva; body = eva.mainBody; kerbalEVA = eva.gameObject.GetComponent<KerbalEVA>(); // Set up the animation kerbalEVA.Animations.walkLowGee.State.speed = 2.7f; KerbalAnimationState animState = body.GeeASL > kerbalEVA.minWalkingGee ? kerbalEVA.Animations.walkFwd : kerbalEVA.Animations.walkLowGee; kerbalEVA.animation.CrossFade(animState.animationName); // Create the enumerator waypointEnumerator = waypoints.GetEnumerator(); // Start the next waypoint NextWaypoint(); }