private void UpdateCurrentStateShot(bool forceCut = false) { if (!m_enableShotSystem) { return; } var s = m_creature.currentState; if (!s) { return; } m_stateTime = s.normalizedTime; m_shotIndex = 0; m_currentShot.SetBlendType(m_nextShot.blend.blendType, null); ShotState shotState; if (!CameraShotInfo.GetShotState(m_creature.weaponID, s.ID, m_stateTime, m_shotIndex, out m_shotInfo, out shotState)) { SwitchShot(ref m_initStartState, false, forceCut); return; } else { ++m_shotIndex; SwitchShot(ref shotState, false, forceCut); } SwitchShot(forceCut); }
public void UpdateShotState() { var s = m_creature.currentState; if (!s) { return; } ShotState shotState; if (!CameraShotInfo.GetShotState(m_creature.weaponID, s.ID, m_stateTime, out m_shotInfo, out shotState)) { offset = m_initOffset; euler = m_initEuler; return; } SwitchShot(); }