public void ThrowActionExecute()
 {
     if (!entity.hasThrowingAction)
     {
         return;
     }
     Core.WeaponLogic.Throwing.ThrowingActionInfo actionInfo = RelatedThrowAction.ActionInfo;
     if (actionInfo.IsReady && actionInfo.IsPull)
     {
         //若已拉栓,销毁ThrowingEntity
         actionInfo.IsInterrupt = true;
     }
     //打断投掷动作
     RelatedCharState.State.ForceFinishGrenadeThrow();
     //清理手雷状态
     actionInfo.ClearState();
 }
示例#2
0
 public void ThrowAction_Execute()
 {
     if (!entity.hasThrowingAction)
     {
         return;
     }
     Core.WeaponLogic.Throwing.ThrowingActionInfo actionInfo = entity.throwingAction.ActionInfo;
     Core.CharacterState.ICharacterState          state      = entity.stateInterface.State;
     if (actionInfo.IsReady && actionInfo.IsPull)
     {
         //若已拉栓,销毁ThrowingEntity
         actionInfo.IsInterrupt = true;
     }
     //打断投掷动作
     state.ForceFinishGrenadeThrow();
     //清理手雷状态
     actionInfo.ClearState();
 }