public static void CharacterUnmount(this ICharacterState State, Action holsterStart, Action holsterEnd, float unarmParam) { _loggerAdapter.Info("[Tmp]Interrupt"); State.InterruptAction(); State.ForceFinishGrenadeThrow(); State.Holster(holsterStart, holsterEnd, unarmParam); }
protected override bool CheckInterrupt(PlayerWeaponController controller, WeaponSideCmd cmd) { if (throwingActionData.IsReady && cmd.FiltedInput(EPlayerInput.IsThrowingInterrupt)) { DebugUtil.MyLog("Throw interrupt"); //拉栓未投掷,打断投掷动作 characterState.ForceFinishGrenadeThrow(); controller.UnArmWeapon(false); return(true); } return(false); }
public static void CharacterUnmount(this ICharacterState State, System.Action unarm, float unarmParam) { State.InterruptAction(); State.ForceFinishGrenadeThrow(); State.Unarm(unarm, unarmParam); }
public static void CharacterUnmount(this ICharacterState State, System.Action holsterStart, System.Action holsterEnd, float unarmParam) { State.InterruptAction(); State.ForceFinishGrenadeThrow(); State.Holster(holsterStart, holsterEnd, unarmParam); }