public static void CharacterUnmount(this ICharacterState State, Action holsterStart, Action holsterEnd,
                                     float unarmParam)
 {
     _loggerAdapter.Info("[Tmp]Interrupt");
     State.InterruptAction();
     State.ForceFinishGrenadeThrow();
     State.Holster(holsterStart, holsterEnd, unarmParam);
 }
Пример #2
0
 //准备
 private void DoReady(PlayerWeaponController controller, WeaponSideCmd cmd)
 {
     if (!throwingActionData.CanReady())
     {
         return;
     }
     throwingActionData.SetReady(holdAgent.WeaponKey.EntityId, throwCfg.Throwing);
     //准备动作
     Logger.Info("[Tmp]Throw Interrupt");
     characterState.InterruptAction();
     characterState.StartFarGrenadeThrow(() =>
     {
         throwingActionData.IsThrowing = false;
         controller.AutoStuffGrenade();
     });
     controller.AudioController.PlaySimpleAudio(EAudioUniqueId.GrenadeReady, true);
 }
 public static void CharacterUnmount(this ICharacterState State, System.Action unarm, float unarmParam)
 {
     State.InterruptAction();
     State.ForceFinishGrenadeThrow();
     State.Unarm(unarm, unarmParam);
 }
Пример #4
0
 public static void CharacterUnmount(this ICharacterState State, System.Action holsterStart, System.Action holsterEnd, float unarmParam)
 {
     State.InterruptAction();
     State.ForceFinishGrenadeThrow();
     State.Holster(holsterStart, holsterEnd, unarmParam);
 }