public static bool FilterPlayerIK(ActionInConfig action, ActionKeepInConfig keepAction, PostureInConfig posture, PostureInConfig nextPosture, MovementInConfig movement) { return(!(IsStateInActionFilter(action) || IsStateInKeepActionFilter(keepAction) || IsStateInPostureFilter(posture) || IsStateInPostureFilter(nextPosture) || IsStateInMovementFilter(movement))); }
internal static ActionKeepInConfig GetActionKeepStateId(ActionStateId curStateId, ActionStateId nextStateId) { ActionKeepInConfig ret = ActionKeepInConfig.Null; if (curStateId == ActionStateId.Sight || nextStateId == ActionStateId.Sight) { ret = ActionKeepInConfig.Sight; } return(ret); }
private static bool IsStateInKeepActionFilter(ActionKeepInConfig state) { for (var i = 0; i < _keepActionStateFilters.Length; ++i) { if (_keepActionStateFilters[i] == state) { return(true); } } return(false); }
protected override bool Filter(PlayerEntity playerEntity) { ActionKeepInConfig ac = playerEntity.stateInterface.State.GetActionKeepState(); PostureInConfig mc = playerEntity.stateInterface.State.GetCurrentPostureState(); return(!(ac == ActionKeepInConfig.Drive || mc == PostureInConfig.Swim || mc == PostureInConfig.Dive || mc == PostureInConfig.DyingTransition || mc == PostureInConfig.Dying || mc == PostureInConfig.Climb)); }
private EPlayerState KeepActionToState(ActionKeepInConfig keepAction) { switch (keepAction) { case ActionKeepInConfig.Drive: return(EPlayerState.Drive); case ActionKeepInConfig.Sight: return(EPlayerState.Sight); default: return(EPlayerState.None); } }
internal static ActionKeepInConfig GetActionKeepStateId(ActionStateId stateId) { ActionKeepInConfig ret = ActionKeepInConfig.Null; switch (stateId) { case ActionStateId.Drive: ret = ActionKeepInConfig.Drive; break; case ActionStateId.Sight: ret = ActionKeepInConfig.Sight; break; case ActionStateId.Rescue: ret = ActionKeepInConfig.Rescue; break; default: ret = ActionKeepInConfig.Null; break; } return(ret); }
public static bool FilterPlayerIK(ActionInConfig action, ActionKeepInConfig keepAction, PostureInConfig posture) { return(!(IsStateInActionFilter(action) || IsStateInKeepActionFilter(keepAction) || IsStateInPostureFilter(posture))); }