예제 #1
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 public override void UpdatePlayerRotation(ICameraMotorInput input, ICameraMotorState state, PlayerEntity player)
 {
 }
예제 #2
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 public override void CalcOutput(PlayerEntity player, ICameraMotorInput input, ICameraMotorState state, SubCameraMotorState subState,
                                 DummyCameraMotorOutput output, ICameraNewMotor last, int clientTime)
 {
 }
예제 #3
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 public override void PreProcessInput(PlayerEntity player, ICameraMotorInput input, ICameraMotorState state)
 {
 }
예제 #4
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 public bool IsActive(ICameraMotorInput input, ICameraMotorState state)
 {
     return(input.CurrentPostureState == PostureInConfig.Climb);
 }
예제 #5
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 public override bool IsActive(ICameraMotorInput input, ICameraMotorState state)
 {
     return(true);
 }
예제 #6
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 public bool IsActive(ICameraMotorInput input, ICameraMotorState state)
 {
     return(input.ActionState == ActionInConfig.Gliding);
 }
예제 #7
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 public bool IsActive(ICameraMotorInput input, ICameraMotorState state)
 {
     return(input.ActionState == ActionInConfig.Parachuting && !input.IsParachuteAttached);
 }
예제 #8
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 public bool IsActive(ICameraMotorInput input, ICameraMotorState state)
 {
     return(input.NextPostureState == PostureInConfig.Dying ||
            input.NextPostureState == PostureInConfig.DyingTransition);
 }
예제 #9
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 public bool IsActive(ICameraMotorInput input, ICameraMotorState state)
 {
     return(input.IsDead);
 }
예제 #10
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 public bool IsActive(ICameraMotorInput input, ICameraMotorState state)
 {
     return(input.NextPostureState == PostureInConfig.Prone ||
            input.NextPostureState == PostureInConfig.ProneTransit);
 }
예제 #11
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 public bool IsActive(ICameraMotorInput input, ICameraMotorState state)
 {
     return(input.NextPostureState == PostureInConfig.Swim || input.NextPostureState == PostureInConfig.Dive);
 }
예제 #12
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 public override void PreProcessInput(PlayerEntity player, ICameraMotorInput input, ICameraMotorState state)
 {
     UpdatePlayerRotation(input, state, player);
 }
예제 #13
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 public override bool IsActive(ICameraMotorInput input, ICameraMotorState state)
 {
     return(_active.IsActive(input, state));
 }
예제 #14
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 public bool IsActive(ICameraMotorInput input, ICameraMotorState state)
 {
     return(input.ActionKeepState == ActionKeepInConfig.Rescue);
 }
예제 #15
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 public override void CalcOutput(PlayerEntity player, ICameraMotorInput input, ICameraMotorState state, SubCameraMotorState subState,
                                 DummyCameraMotorOutput output, ICameraNewMotor last, int clientTime)
 {
     _finalRotation = _config.Roatation;
     base.CalcOutput(player, input, state, subState, output, last, clientTime);
 }
예제 #16
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 private bool CanChangeViewMotor(ICameraMotorInput input)
 {
     return(input.ChangeCamera);
 }