public PlayerInteractiveObject(IInteractiveGameObject interactiveGameObject, InteractiveObjectLogicColliderDefinition InteractiveObjectLogicCollider, A_AnimationPlayableDefinition LocomotionAnimationDefinition) { this.InteractiveObjectLogicCollider = InteractiveObjectLogicCollider; this.LocomotionAnimationDefinition = LocomotionAnimationDefinition; base.BaseInit(interactiveGameObject, false); }
public SightVisualFeedbackGameObjectV2(GameObject AssociatedGameObject, A_AnimationPlayableDefinition SightVisualFeedbackAnimation) { this.AssociatedGameObjectPtr = AssociatedGameObject.Allocate(); this.MeshRendererPtr = AssociatedGameObject.GetComponentInChildren <MeshRenderer>().Allocate(); this.AnimatorPlayableObjectPtr = new AnimatorPlayableObject("SightVisualFeedbackGameObject", AssociatedGameObject.GetComponent <Animator>()).Allocate(); this.AnimatorPlayableObjectPtr.GetValue().PlayAnimation(0, SightVisualFeedbackAnimation.GetAnimationInput()); this.AnimatorPlayableObjectPtr.GetValue().GlobalPlayableGraph.SetTimeUpdateMode(DirectorUpdateMode.UnscaledGameTime); }
public void OnLowHealthStarted(A_AnimationPlayableDefinition lowHealthLocomotionAnimationTree) { this.playerLocomotionSystem.OnLowHealthStarted(lowHealthLocomotionAnimationTree); this.SetState(PlayerObjectLocomotionState.MOVING_INJURED); }
public PlayerObjectLocomotionStateBehavior(PlayerObjectLocomotionState StartState, AnimationController animationControllerRef, A_AnimationPlayableDefinition playerLocomotionTree) { this.playerLocomotionSystem = new PlayerLocomotionSystem(playerLocomotionTree); base.StateManagersLookup = new Dictionary <PlayerObjectLocomotionState, PlayerObjectLocomotionStateManager>() { { PlayerObjectLocomotionState.LISTENING, new PlayerObjectLocomotionDummyStateManager() }, { PlayerObjectLocomotionState.MOVING, new PlayerObjectLocomotionMovingStatemanager(this.playerLocomotionSystem, animationControllerRef) }, { PlayerObjectLocomotionState.MOVING_INJURED, new PlayerObjectLocomotionMovingInjuredStatemanager(this.playerLocomotionSystem, animationControllerRef) } }; base.Init(PlayerObjectLocomotionState.LISTENING); this.SetState(StartState); }
public void OnProjectileDeflectionAttempt(A_AnimationPlayableDefinition ProjectileDeflectMovementAnimation) { this.PlayerContextActionOverrideStateBehavior.OnProjectileDeflectionAttempt(ProjectileDeflectMovementAnimation); }
public void StartAiming(A_AnimationPlayableDefinition startTargettingPoseAnimation) { this.StartTargettingPoseAnimation = startTargettingPoseAnimation; }
public SoldierObjectLocomotionMovingStateManager(AnimationController AnimationControllerRef, A_AnimationPlayableDefinition LocomotionTree) { this.LocomotionTree = LocomotionTree; this.LocomotionAnimationStateSystem = new LocomotionAnimationStateSystem(SoliderEnemyAnimationLayersOrders.GetLayerNumber(SoliderEnemyAnimationLayers.LOCOMOTION), AnimationControllerRef); }
public SoldierTargettingUpperBodyTargettingStateManager(AnimationController animationControllerRef, A_AnimationPlayableDefinition TargettingAnimation) { AnimationControllerRef = animationControllerRef; this.TargettingAnimation = TargettingAnimation; }
public void OnLowHealthStarted(A_AnimationPlayableDefinition lowHealthLocomotionAnimationTree) { this.InjuredLocomotionAnimation = lowHealthLocomotionAnimationTree; }
public PlayerLocomotionSystem(A_AnimationPlayableDefinition defaultLocomotionAnimation) { DefaultLocomotionAnimation = defaultLocomotionAnimation; }
public void OnProjectileDeflectionAttempt(A_AnimationPlayableDefinition ProjectileDeflectMovementAnimation) { this.PlayerContextActionOverrideSystem.ProjectileDeflectMovementAnimation = ProjectileDeflectMovementAnimation; this.SetState(PlayerContextActionOverrideState.DEFLECTION_MOVEMENT); }
public InteractiveObjectTargettedVisualFeedbackObjectDefinition(A_AnimationPlayableDefinition interactiveObjectTargettedVisualFeedbackObjectAnimation) { InteractiveObjectTargettedVisualFeedbackObjectAnimation = interactiveObjectTargettedVisualFeedbackObjectAnimation; }
public SoliderEnemyAnimationStateManager(AnimationController AnimationControllerRef, A_AnimationPlayableDefinition BaseLocomotionTree, SoldierAnimationSystemDefinition SoldierAnimationSystemDefinition) { this.SoldierObjectLocomotionStateBehavior = new SoldierObjectLocomotionStateBehavior(AnimationControllerRef, BaseLocomotionTree); this.SoldierTargettingUpperBodyStateBehavior = new SoldierTargettingUpperBodyStateBehavior(AnimationControllerRef, SoldierAnimationSystemDefinition.FiringPoseAnimation); }
public TwoDObjectAnimationPlayableSystem(AnimatorPlayableObject AnimatorPlayableObject, A_AnimationPlayableDefinition Blendtree) { this.AnimatorPlayableObjectRef = AnimatorPlayableObject; AnimatorPlayableObject.PlayAnimation(0, Blendtree.GetAnimationInput()); }
public PlayerObjectAnimationStateManager(AnimationController animationControllerRef, A_AnimationPlayableDefinition playerLocomotionTree) { this.PlayerObjectLocomotionStateBehavior = new PlayerObjectLocomotionStateBehavior(PlayerObjectLocomotionState.MOVING, animationControllerRef, playerLocomotionTree); this.PlayerLocomotionMaskedPoseOVerrideStateBehavior = new PlayerLocomotionMaskedPoseOVerrideStateBehavior(animationControllerRef); this.PlayerContextActionOverrideStateBehavior = new PlayerContextActionOverrideStateBehavior(animationControllerRef); }
public SoldierTargettingUpperBodyStateBehavior(AnimationController AnimationControllerRef, A_AnimationPlayableDefinition TargettingAnimation) { this.StateManagersLookup = new Dictionary <SoldierTargettingUpperBodyState, SoldierTargettingUpperBodyStateManager>() { { SoldierTargettingUpperBodyState.LISTENING, new SoldierTargettingUpperBodyListeningStateManager() }, { SoldierTargettingUpperBodyState.TARGETTING, new SoldierTargettingUpperBodyTargettingStateManager(AnimationControllerRef, TargettingAnimation) } }; base.Init(SoldierTargettingUpperBodyState.LISTENING); }
public void StartAiming(A_AnimationPlayableDefinition startTargettingPoseAnimation) { this.PlayerLocomotionMaskedPoseOVerrideStateBehavior.StartAiming(startTargettingPoseAnimation); }
public SoldierObjectLocomotionStateBehavior(AnimationController AnimationControllerRef, A_AnimationPlayableDefinition BaseLocomotionTree) { this.StateManagersLookup = new Dictionary <SoldierObjectLocomotionState, SoldierObjectLocomotionStateManager>() { { SoldierObjectLocomotionState.LISTENING, new SoldierObjectLocomotionListeningStateManager() }, { SoldierObjectLocomotionState.MOVING, new SoldierObjectLocomotionMovingStateManager(AnimationControllerRef, BaseLocomotionTree) } }; base.Init(SoldierObjectLocomotionState.LISTENING); this.SetState(SoldierObjectLocomotionState.MOVING); }
public void OnLowHealthStarted(A_AnimationPlayableDefinition lowHealthLocomotionAnimationTree) { this.PlayerObjectLocomotionStateBehavior.OnLowHealthStarted(lowHealthLocomotionAnimationTree); }
public void PlayAnimation(A_AnimationPlayableDefinition LocomotionAnimationTree) { this.AnimationControllerRef.PlayAnimationV2(AnimationLayer, LocomotionAnimationTree.GetAnimationInput()); }
public void StartAiming(A_AnimationPlayableDefinition startTargettingPoseAnimation) { this.OverridingSystem.StartAiming(startTargettingPoseAnimation); this.SetState(PlayerLocomotionMaskedPoseOVerrideState.TARGETTING_UPPER_BODY); }