public override void UpdatePlayerRotation(ICameraMotorInput input, ICameraMotorState state, PlayerEntity player) { }
public override void CalcOutput(PlayerEntity player, ICameraMotorInput input, ICameraMotorState state, SubCameraMotorState subState, DummyCameraMotorOutput output, ICameraNewMotor last, int clientTime) { }
public override void PreProcessInput(PlayerEntity player, ICameraMotorInput input, ICameraMotorState state) { }
public bool IsActive(ICameraMotorInput input, ICameraMotorState state) { return(input.CurrentPostureState == PostureInConfig.Climb); }
public override bool IsActive(ICameraMotorInput input, ICameraMotorState state) { return(true); }
public bool IsActive(ICameraMotorInput input, ICameraMotorState state) { return(input.ActionState == ActionInConfig.Gliding); }
public bool IsActive(ICameraMotorInput input, ICameraMotorState state) { return(input.ActionState == ActionInConfig.Parachuting && !input.IsParachuteAttached); }
public bool IsActive(ICameraMotorInput input, ICameraMotorState state) { return(input.NextPostureState == PostureInConfig.Dying || input.NextPostureState == PostureInConfig.DyingTransition); }
public bool IsActive(ICameraMotorInput input, ICameraMotorState state) { return(input.IsDead); }
public bool IsActive(ICameraMotorInput input, ICameraMotorState state) { return(input.NextPostureState == PostureInConfig.Prone || input.NextPostureState == PostureInConfig.ProneTransit); }
public bool IsActive(ICameraMotorInput input, ICameraMotorState state) { return(input.NextPostureState == PostureInConfig.Swim || input.NextPostureState == PostureInConfig.Dive); }
public override void PreProcessInput(PlayerEntity player, ICameraMotorInput input, ICameraMotorState state) { UpdatePlayerRotation(input, state, player); }
public override bool IsActive(ICameraMotorInput input, ICameraMotorState state) { return(_active.IsActive(input, state)); }
public bool IsActive(ICameraMotorInput input, ICameraMotorState state) { return(input.ActionKeepState == ActionKeepInConfig.Rescue); }
public override void CalcOutput(PlayerEntity player, ICameraMotorInput input, ICameraMotorState state, SubCameraMotorState subState, DummyCameraMotorOutput output, ICameraNewMotor last, int clientTime) { _finalRotation = _config.Roatation; base.CalcOutput(player, input, state, subState, output, last, clientTime); }
private bool CanChangeViewMotor(ICameraMotorInput input) { return(input.ChangeCamera); }