private void Update() { bool isMeleeInvoked = dungeonPlayerMelee ? dungeonPlayerMelee.GetIsInvoking() : false; if (Input.GetMouseButton(1) && !isMeleeInvoked) { this.SetIsInvoking(true); OnPlayerAim?.Invoke(); meleeWeapon.SetActive(false); rangedWeapon.SetActive(true); } else { this.SetIsInvoking(false); OnPlayerStop?.Invoke(); meleeWeapon.SetActive(true); rangedWeapon.SetActive(false); } }
private void PlayerStateChange(int NewState, string CurrentSong, Players ThePlayer) { try { switch (NewState) { case 0: // Undefined OnPlayerError.Invoke(new PlayerErrorEventArgs(ThePlayer, 0)); break; case 1: // Stopped if (!Crossfade && !InFade) { OnPlayerStop.Invoke(new PlayerStopEventArgs(CurrentSong, ThePlayer)); } break; case 2: // Paused OnPlayerPaused.Invoke(new PlayerPausedEventArgs(CurrentSong, ThePlayer)); break; case 3: // Playing OnPlayerStart.Invoke(new PlayerStartEventArgs(CurrentSong, ThePlayer)); break; case 4: // ScanForward break; case 5: // ScanReverse break; case 6: // Buffering switch (ThePlayer) { case Players.Player1: Player1State = PlayerStates.Loading; break; case Players.Player2: Player2State = PlayerStates.Loading; break; } break; case 7: // Waiting break; case 8: // MediaEnded OnPlayerMediaEnd.Invoke(new PlayerMediaEndedEventArgs(CurrentSong)); break; case 9: // Transitioning break; case 10: // Ready OnPlayerReady.Invoke(new PlayerReadyEventArgs(ThePlayer)); break; case 11: // Reconnecting break; case 12: // Last break; default: OnPlayerError.Invoke(new PlayerErrorEventArgs(ThePlayer, -1)); break; } } catch { } }