public void Crouch() { if (LockAnimation) { return; } if (CurrentStanceAnimations != CrouchAnimations) { if (CurrentMovementInput == MovementInputs.Left || CurrentMovementInput == MovementInputs.Right) { Roll(); } else { CurrentStanceAnimations = CrouchAnimations; SetRobotAnimation(ActiveMovementStance); if (Sounds.CrouchStartSound != UnitSounds.CrouchStartSounds.None) { PlayerSFXGenerator.PlayCrouchStartSound(Sounds.CrouchStartSound); } } } else { CurrentStanceAnimations = CrouchAnimations; SetRobotAnimation(ActiveMovementStance); } }
public void Move(MovementInputs MovementInput) { Equipment.Move(MovementInput); if (LockAnimation) { return; } if (IsOnGround) { if (CurrentStanceAnimations == CrouchAnimations && Sounds.CrouchMoveSound != UnitSounds.CrouchMoveSounds.None) { PlayerSFXGenerator.PlayCrouchMoveSound(Sounds.CrouchMoveSound); } else if (CurrentStanceAnimations == ProneAnimations && Sounds.ProneMoveSound != UnitSounds.ProneMoveSounds.None) { PlayerSFXGenerator.PlayProneMoveSound(Sounds.ProneMoveSound); } else if (Sounds.StepGrassSound != UnitSounds.StepGrassSounds.None) { PlayerSFXGenerator.PlayStepGrassSound(Sounds.StepGrassSound); } } SetRobotAnimation(ActiveMovementStance); }
public void Roll() { LockAnimation = true; CurrentStanceAnimations = RollAnimations; SetRobotAnimation(CurrentStanceAnimations.GetDefaultAnimationName()); CurrentStanceAnimations = CrouchAnimations; if (Sounds.RollSound != UnitSounds.RollSounds.None) { PlayerSFXGenerator.PlayRollSound(Sounds.RollSound); } }
public void GoProne() { if (LockAnimation) { return; } if (CurrentMovementInput == MovementInputs.Left || CurrentMovementInput == MovementInputs.Right) { } else { CurrentStanceAnimations = ProneAnimations; SetRobotAnimation(CurrentStanceAnimations.GetDefaultAnimationName()); if (Sounds.ProneStartSound != UnitSounds.ProneStartSounds.None) { PlayerSFXGenerator.PlayProneStartSound(Sounds.ProneStartSound); } } }
public void SetIdle() { if (LockAnimation) { return; } if (CurrentStanceAnimations == CrouchAnimations && Sounds.CrouchEndSound != UnitSounds.CrouchEndSounds.None) { PlayerSFXGenerator.PlayCrouchEndSound(Sounds.CrouchEndSound); } else if (CurrentStanceAnimations == ProneAnimations && Sounds.ProneEndSound != UnitSounds.ProneEndSounds.None) { PlayerSFXGenerator.PlayProneEndSound(Sounds.ProneEndSound); } Equipment.OnIdle(); CurrentStanceAnimations = StandingAnimations; SetRobotAnimation("None"); }