private void UpdateStateInputItems() { currStateInputItems.Clear(); //获取当前玩家状态 var currStates = playerStateCollector.GetCurrStates(EPlayerStateCollectType.UseMoment); foreach (var state in currStates) { currStateInputItems.Add(PlayerStateInputsDataMap.Instance.GetState(state)); } }
private void UpdateStateInputItems(IUserCmd cmd) { currStateInputItems.Clear(); //获取实时玩家状态,每帧只更新一次 HashSet <EPlayerState> currStates = playerStateCollector.GetCurrStates(EPlayerStateCollectType.CurrentMoment); //匍匐捡枪不允许移动 if (currStates.Contains(EPlayerState.Pickup) && currStates.Contains(EPlayerState.Prone)) { cmd.MoveHorizontal = 0f; cmd.MoveVertical = 0f; UserInput.SetInput(EPlayerInput.IsRun, false); UserInput.SetInput(EPlayerInput.IsSprint, false); UserInput.SetInput(EPlayerInput.IsSlightWalk, false); } foreach (var state in currStates) { currStateInputItems.Add(PlayerStateInputsDataMap.Instance.GetState(state)); } }