public void SetHandState(PlayerHandItem state) { if (playerHandItem == state) { return; } if (state == PlayerHandItem.Paper) { playerHandAnimation.SetHandState(HandState.Anniu); } playerHandItem = state; }
//扣动扳机 private void DoTriggerPressed(object sender, ControllerInteractionEventArgs e) { if (playerToolsBase != null) { playerHandStatus.playerHandItem = PlayerHandItem.Tools; playerToolsBase.UseTheTools(); } else { playerHandStatus.playerHandItem = PlayerHandItem.Empty; _playerHandAnimation.SetHandState(HandState.Button); } _playerHandAnimation.PlayHandAnimation(); isTrigger = true; }
public void UseTools(int id) { switch (id) { case 0: _playerHandAnimation.SetHandState(HandState.Hand); break; case 1: _playerHandAnimation.SetHandState(HandState.Gun); break; case 2: _playerHandAnimation.SetHandState(HandState.Grip); break; case 3: _playerHandAnimation.SetHandState(HandState.Grip); break; case 4: _playerHandAnimation.SetHandState(HandState.Grip); break; case 5: _playerHandAnimation.SetHandState(HandState.Grip); break; default: _playerHandAnimation.SetHandState(HandState.Hand); break; } ResetTools(); dicBackPack[id].isShow = true; _tools.transform.Find(dicBackPack[id].item.name).gameObject.SetActive(dicBackPack[id].isShow); _playerToolsBase = _tools.transform.Find(dicBackPack[id].item.name).GetComponent <PlayerToolsBase>(); menu.GetComponentInParent <PlayerHandController>().playerToolsBase = _playerToolsBase; ChangToolsShader(id); //PlayerChangeTools(_playerToolsBase); }