public void OnBodyStateChange(Global.BodyAction newState) { switch (newState) { case Global.BodyAction.SKILL: targetRotateFactor = 0.3f; break; case Global.BodyAction.FALLING: targetRotateFactor = 1f; break; default: targetRotateFactor = 5.0f; HandActionSwitch(); break; } }
public void OnStateChange(Global.BodyAction newBodyAction) { if (newBodyAction != Global.BodyAction.SKILL) { if (isSkilling) { isSkilling = false; Invoke("TrailFade", 2.0f); StartCoroutine("slerpEmission"); } } else { isSkilling = true; CancelInvoke("TrailFade"); StopCoroutine("slerpEmission"); prop = am.actorParts.propHandlers[0].currentProp; rSlashTarTrail.gameObject.SetActive(true); } }
public virtual void SetBodyAction(Global.BodyAction ba) { actorBehaviours.SetBodyAction(ba); //curBodyAction = ba; }
public virtual void SetBodyActionInTime(Global.BodyAction ba, float time) { StartCoroutine(SetBodyAction(ba, time)); }
public virtual IEnumerator SetBodyAction(Global.BodyAction ba, float time) { yield return(new WaitForSeconds(time)); SetBodyAction(ba); }
public void SetBodyAction(Global.BodyAction ba) { bodyBehaviour.bodyAction = ba; }