/// <summary> /// Adds a new state element to the list. /// </summary> private void OnAnimatorAudioStateListAdd(ReorderableList list) { AnimatorAudioStateSetInspector.OnAnimatorAudioStateListAdd(list, m_ShootableWeapon.ReloadAnimatorAudioStateSet, SelectedReloadAnimatorAudioStateSetIndexKey); }
/// <summary> /// Adds a new state element to the list. /// </summary> private void OnAnimatorAudioStateListAdd(ReorderableList list) { AnimatorAudioStateSetInspector.OnAnimatorAudioStateListAdd(list, m_UsableItem.UseAnimatorAudioStateSet, SelectedUseAnimatorAudioStateSetIndexKey); }
/// <summary> /// Adds a new state element to the list. /// </summary> private void OnEquipAnimatorAudioStateListAdd(ReorderableList list) { AnimatorAudioStateSetInspector.OnAnimatorAudioStateListAdd(list, m_Item.EquipAnimatorAudioStateSet, SelectedEquipAnimatorAudioStateSetIndexKey); }
/// <summary> /// Adds a new state element to the list. /// </summary> private void OnImpactAnimatorAudioStateListAdd(ReorderableList list) { AnimatorAudioStateSetInspector.OnAnimatorAudioStateListAdd(list, m_Shield.ImpactAnimatorAudioStateSet, SelectedImpactAnimatorAudioStateSetIndexKey); }
/// <summary> /// Adds a new state element to the list. /// </summary> private void OnRecoilAnimatorAudioStateListAdd(ReorderableList list) { AnimatorAudioStateSetInspector.OnAnimatorAudioStateListAdd(list, m_MeleeWeapon.RecoilAnimatorAudioStateSet, SelectedRecoilAnimatorAudioStateSetIndexKey); }