private void AttackSpeedChanged() { _previousAttackAttackSpeed = Stats.AttackSpeed; var animationSpeed = FightUtils.CalculateAtackSpeed( ref Avatar , "Reload_Body", "Attack_Body" , Stats.AttackSpeed //, debug: true ); float animationWeight = 0f; AnimationUtils.SetAnimationOptions(ref Avatar, "Reload_Body", animationSpeed, animationWeight); }
private void AttackSpeedChanged() { _previousAttackAttackSpeed = Stats.AttackSpeed; var animationWeight = 0f; for (var i = 1; i <= 3; i++) { var animationSpeed = FightUtils.CalculateAtackSpeed( ref Avatar , "Reload_Body_" + i, "Attack_Body_" + i , Stats.AttackSpeed ); AnimationUtils.SetAnimationOptions(ref Shield, "Reload_Shield_" + i, animationSpeed, animationWeight); AnimationUtils.SetAnimationOptions(ref Shield, "Attack_Shield_" + i, animationSpeed, animationWeight); AnimationUtils.SetAnimationOptions(ref Weapon, "Reload_Axe_" + i, animationSpeed, animationWeight); AnimationUtils.SetAnimationOptions(ref Weapon, "Attack_Axe_" + i, animationSpeed, animationWeight); } }