private void AnimateContrabandShuttle(ShuttleAnim anim, float percent) { if (anim.Anim == null) { return; } if (percent < 1f) { ShuttleState state = anim.State; if (state != ShuttleState.Landing && state != ShuttleState.Idle) { anim.EnqueueState(ShuttleState.Landing); anim.EnqueueState(ShuttleState.Idle); return; } } else { ShuttleState state = anim.State; if (state == ShuttleState.Landing || state == ShuttleState.Idle) { anim.EnqueueState(ShuttleState.LiftOff); return; } this.RemoveStarportShuttle(anim.Starport); } }
private void AnimateArmoryShuttle(ShuttleAnim anim) { if (anim.Anim == null || !ArmoryUtils.IsAnyEquipmentActive(Service.Get <CurrentPlayer>().ActiveArmory)) { return; } anim.EnqueueState(ShuttleState.DropOff); anim.EnqueueState(ShuttleState.Idle); }
private void AnimateShuttle(ShuttleAnim anim, float percent) { if (percent <= 0f) { this.RemoveStarportShuttle(anim.Starport); return; } if (anim.Anim == null) { return; } if (percent < 1f) { switch (anim.State) { case ShuttleState.None: anim.EnqueueState(ShuttleState.Landing); anim.EnqueueState(ShuttleState.Idle); return; case ShuttleState.Landing: case ShuttleState.Idle: break; default: return; } } else { switch (anim.State) { case ShuttleState.None: anim.EnqueueState(ShuttleState.Landing); anim.EnqueueState(ShuttleState.Idle); anim.EnqueueState(ShuttleState.LiftOff); anim.EnqueueState(ShuttleState.Hover); return; case ShuttleState.Landing: case ShuttleState.LiftOff: case ShuttleState.Hover: break; case ShuttleState.Idle: anim.EnqueueState(ShuttleState.LiftOff); anim.EnqueueState(ShuttleState.Hover); break; default: return; } } }
private void AnimateShuttle(ShuttleAnim anim, float percent) { if (percent <= 0f) { this.RemoveStarportShuttle(anim.Starport); return; } if (anim.Anim == null) { return; } if (percent < 1f) { ShuttleState state = anim.State; if (state != ShuttleState.Landing && state != ShuttleState.Idle) { if (state == ShuttleState.None) { anim.EnqueueState(ShuttleState.Landing); anim.EnqueueState(ShuttleState.Idle); } } } else { switch (anim.State) { case ShuttleState.None: anim.EnqueueState(ShuttleState.Landing); anim.EnqueueState(ShuttleState.Idle); anim.EnqueueState(ShuttleState.LiftOff); anim.EnqueueState(ShuttleState.Hover); break; case ShuttleState.Idle: anim.EnqueueState(ShuttleState.LiftOff); anim.EnqueueState(ShuttleState.Hover); break; } } }