public void SwitchContextToBattle(NodeAddedEvent evt, AimingIdleStateNode weapon, [JoinAll] SingleNode <BattleHUDESMComponent> battleHUD) { InputManager.DeactivateContext(ShaftAimingContexts.AIMING_TARGETING); InputManager.ClearActions(); InputManager.ActivateContext(BasicContexts.BATTLE_CONTEXT); battleHUD.component.Esm.ChangeState <BattleHUDStates.ActionsState>(); }
public void ResetCamera(NodeAddedEvent evt, AimingIdleStateNode weapon, AimingCameraNode cameraNode) { ShaftAimingCameraComponent shaftAimingCamera = cameraNode.shaftAimingCamera; CameraTransformDataComponent cameraTransformData = cameraNode.cameraTransformData; CameraComponent camera = cameraNode.camera; Transform root = cameraNode.cameraRootTransform.Root; root.SetPositionSafe(cameraTransformData.Data.Position); root.SetRotationSafe(cameraTransformData.Data.Rotation); Entity entity = cameraNode.Entity; entity.RemoveComponent <ShaftAimingCameraComponent>(); entity.AddComponent <ShaftAimingCameraFOVRecoveringComponent>(); entity.AddComponent <ApplyCameraTransformComponent>(); }