public void StopShooting() { activeAnimShootWeapon.ResetAnims(); unitSkeleton.ReplaceAllBodyPartsInAnimation(activeAnimShootWeapon); isShooting = false; SetActive(); SetAimTarget(aimTargetPosition); }
public void Shoot(Vector3 shootTargetPosition, Action onShootCompleted) { SetAimTarget(shootTargetPosition); Action <V_Skeleton_Anim> shootCompleted = (V_Skeleton_Anim skeletonAnim) => { isShooting = false; unitSkeleton.ReplaceAllBodyPartsInAnimation(activeAnimAimWeaponRight); onShootCompleted(); }; activeAnimShootWeaponRight.ResetAnims(); activeAnimShootWeaponRight.GetAnims()[0].onAnimComplete = shootCompleted; unitSkeleton.ReplaceAllBodyPartsInAnimation(activeAnimShootWeaponRight); isShooting = true; }
public void Reload(Vector3 aimTargetPosition, Action onReloadCompleted) { SetAimTarget(aimTargetPosition); Action <V_Skeleton_Anim> reloadCompleted = (V_Skeleton_Anim skeletonAnim) => { isReloading = false; activeAnimAimWeaponReload.GetAnims()[0].onAnimComplete = null; //CodeMonkey.CMDebug.TextPopupMouse("reload"); onReloadCompleted(); }; isReloading = true; activeAnimAimWeaponReload.ResetAnims(); activeAnimAimWeaponReload.GetAnims()[0].onAnimComplete = reloadCompleted; unitSkeleton.ReplaceAllBodyPartsInAnimation(activeAnimAimWeaponReload); }