public void Sprint() { //Making the player sprint if (Input.GetKey(KeyCode.LeftShift) && !isCrouching && !isProne && playerStamina.getStamina() > 15f) { //Changing the variables according to the new state of the player playerMovement.playerSpeed = sprintSpeed; playerFootsteps.volumeMin = sprintVolume; playerFootsteps.volumeMax = sprintVolume; playerFootsteps.stepLength = sprintDistance; isSprinting = true; weaponManager.WalkinAnimation(false); weaponManager.SprintingAnimation(true); } //Makng the player not sprint else if (!Input.GetKey(KeyCode.LeftShift) && !isCrouching && !isProne) { //Changing the variables according to the new state of the player playerMovement.playerSpeed = moveSpeed; playerFootsteps.volumeMin = walkVolumeMin; playerFootsteps.volumeMax = walkVolumeMax; playerFootsteps.stepLength = walkDistance; isSprinting = false; //weaponManager.WalkinAnimation(true); weaponManager.SprintingAnimation(false); } else if (Input.GetKey(KeyCode.LeftShift) && !isCrouching && !isProne && playerStamina.getStamina() < 15f) { //Changing the variables according to the new state of the player playerMovement.playerSpeed = moveSpeed; playerFootsteps.volumeMin = walkVolumeMin; playerFootsteps.volumeMax = walkVolumeMax; playerFootsteps.stepLength = walkDistance; isSprinting = false; weaponManager.WalkinAnimation(true); weaponManager.SprintingAnimation(false); } }
void SteadyAim() { if (Input.GetKeyDown(KeyCode.LeftShift) && isAiming && !playerMovement.getMovementState() && playerStamina.getStamina() > 0f) { weaponManager.SteadyAimWeaponInAnimation(); zoomCameraAnimator.SetBool("isSteady", true); mainCameraAnimator.Play("MainCameraSteadyAimIn"); mainCameraAnimator.SetBool("isSteadyMain", true); isSteadyAim = true; } else if (Input.GetKeyUp(KeyCode.LeftShift) && isAiming || !isAiming || playerMovement.getMovementState() || playerStamina.getStamina() <= 0) { weaponManager.SteadyAimWeaponOutAnimation(); zoomCameraAnimator.SetBool("isSteady", false); if (!mainCameraAnimator.GetBool("isWalking") && !mainCameraAnimator.GetBool("isSteadyMain")) { mainCameraAnimator.Play("Idle"); } else if (mainCameraAnimator.GetBool("isSteadyMain")) { mainCameraAnimator.Play("MainCameraSteadyAimOut"); mainCameraAnimator.SetBool("isSteadyMain", false); } isSteadyAim = false; } }