protected override void Reload() { GunAnimator.SetLayerWeight(2, 1); GunAnimator.SetTrigger(CurrentAmmo > 0 ? "ReloadLeft" : "ReloadOutOf"); FirearmsReloadAudioSource.clip = CurrentAmmo > 0 ? FirearmsAudioData.ReloadLeft : FirearmsAudioData.ReloadOutOf; FirearmsReloadAudioSource.Play(); if (reloadAmmoCheckerCoroutine == null) { reloadAmmoCheckerCoroutine = CheckReloadAmmoAnimationEnd(); StartCoroutine(reloadAmmoCheckerCoroutine); } else { StopCoroutine(reloadAmmoCheckerCoroutine); reloadAmmoCheckerCoroutine = null; reloadAmmoCheckerCoroutine = CheckReloadAmmoAnimationEnd(); StartCoroutine(reloadAmmoCheckerCoroutine); } }
protected override void Reload() { //CurrentAmmo = AmmoInMag; //CurrentMaxAmmoCarried -= AmmoInMag; GunAnimator.SetLayerWeight(2, 1);//改变动画layer权重 GunAnimator.SetTrigger(CurrentAmmo > 0 ? "ReloadLeft" : "ReloadOutOf"); //StartCoroutine(CheckReloadAnimationEnd()); FirearmsReloadAudioSource.clip = CurrentAmmo > 0?firearmsAudioData.ReloadLeft:firearmsAudioData.ReloadOutOf; FirearmsReloadAudioSource.Play(); if (reloadAmmoCheckerCoroutine == null) { reloadAmmoCheckerCoroutine = CheckReloadAnimationEnd(); StartCoroutine(reloadAmmoCheckerCoroutine); } else { StopCoroutine(reloadAmmoCheckerCoroutine); reloadAmmoCheckerCoroutine = null; reloadAmmoCheckerCoroutine = CheckReloadAnimationEnd(); StartCoroutine(reloadAmmoCheckerCoroutine); } }