public void OnLowHealthStarted() { this.PlayerOnLowHealthVisualEffectComponent = this.AssociatedInteractiveObject.InteractiveGameObject.Animator.gameObject.AddComponent <PlayerOnLowHealthVisualEffectComponent>(); this.AssociatedInteractiveObject.AnimationController.PlayAnimationV2(PlayerObjectAnimationLayersOrders.GetLayerNumber(PlayerObjectAnimationLayers.LOW_HEALTH_VISUAL_EFFET), this.PlayerVisualEffectSystemDefinition.OnLowHealthVisualFeedbackAnimation.GetAnimationInput()); this.IsOnLowHealth = true; }
public PlayerObjectLocomotionMovingInjuredStatemanager(PlayerLocomotionSystem playerLocomotionSystem, AnimationController animationControllerRef) { this._playerLocomotionSystem = playerLocomotionSystem; this.LocomotionAnimationStateSystem = new LocomotionAnimationStateSystem(PlayerObjectAnimationLayersOrders.GetLayerNumber(PlayerObjectAnimationLayers.LOCOMOTION), animationControllerRef); }
public void OnLowHealthEnded() { MonoBehaviour.Destroy(this.PlayerOnLowHealthVisualEffectComponent); this.AssociatedInteractiveObject.AnimationController.DestroyAnimationLayerV2(PlayerObjectAnimationLayersOrders.GetLayerNumber(PlayerObjectAnimationLayers.LOW_HEALTH_VISUAL_EFFET)); this.IsOnLowHealth = false; this.ResetPlayerEmissionColor(); }
public override void OnStateExit() { this.AnimationControllerRef.StopAnimationLayer(PlayerObjectAnimationLayersOrders.GetLayerNumber(PlayerObjectAnimationLayers.DEFLECT_MOVEMENT_RIGHT_ARM)); }
public override void OnStateEnter() { this.AnimationControllerRef.PlayAnimationV2(PlayerObjectAnimationLayersOrders.GetLayerNumber(PlayerObjectAnimationLayers.DEFLECT_MOVEMENT_RIGHT_ARM), this.PlayerContextActionOverrideSystem.ProjectileDeflectMovementAnimation.GetAnimationInput(), OnAnimationEnd: this.OnProjectileDeflectMovementAnimationEnd); }
public override void OnStateExit() { this.AnimationControllerRef.StopAnimationLayer(PlayerObjectAnimationLayersOrders.GetLayerNumber(PlayerObjectAnimationLayers.TARGETTING_UPPER_BODY_POSE)); }
public override void OnStateEnter() { this.AnimationControllerRef.PlayAnimationV2(PlayerObjectAnimationLayersOrders.GetLayerNumber(PlayerObjectAnimationLayers.TARGETTING_UPPER_BODY_POSE), this.OverridingSystem.StartTargettingPoseAnimation.GetAnimationInput()); }