public void SetAction(PedestrianAction action, bool force) { if (_currentAction == action) { return; } if (_currentSequence != null && !_currentSequence.Collide && !force) { return; } if (action == null) { return; } _currentAction = action; SetSequence(Behaviour.Sequences[_currentAction.Sequences[0].SequenceIndex]); if (_currentAction.Sounds.Length > 0) { SoundCache.Play(_currentAction.Sounds[Engine.Random.Next(_currentAction.Sounds.Length)], Race.Current.PlayerVehicle, true); } }
public void SetAction(PedestrianAction action, bool force) { if (_currentAction == action) return; if (_currentSequence != null && !_currentSequence.Collide && !force) return; if (action == null) return; _currentAction = action; SetSequence(Behaviour.Sequences[_currentAction.Sequences[0].SequenceIndex]); if (_currentAction.Sounds.Length > 0) SoundCache.Play(_currentAction.Sounds[Engine.Random.Next(_currentAction.Sounds.Length)], Race.Current.PlayerVehicle, true); }