Пример #1
0
    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;
        }
    }
Пример #2
0
 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);
     }
 }
Пример #3
0
 public virtual void SetBodyAction(Global.BodyAction ba)
 {
     actorBehaviours.SetBodyAction(ba);
     //curBodyAction = ba;
 }
Пример #4
0
 public virtual void SetBodyActionInTime(Global.BodyAction ba, float time)
 {
     StartCoroutine(SetBodyAction(ba, time));
 }
Пример #5
0
    public virtual IEnumerator SetBodyAction(Global.BodyAction ba, float time)
    {
        yield return(new WaitForSeconds(time));

        SetBodyAction(ba);
    }
Пример #6
0
 public void SetBodyAction(Global.BodyAction ba)
 {
     bodyBehaviour.bodyAction = ba;
 }