protected override void _StartAction(RPGCharacterController controller, bool?instant) { bool useInstant = instant.HasValue && instant.Value == true; RPGCharacterWeaponController weaponController = controller.GetComponent <RPGCharacterWeaponController>(); if (weaponController == null) { EndAction(controller); return; } // If a weapon is equipped, we must sheathe it. if (controller.leftWeapon != (int)Weapon.Relax || controller.rightWeapon != (int)Weapon.Relax) { if (useInstant) { weaponController.InstantWeaponSwitch((int)Weapon.Relax); } else { weaponController.SheathWeapon(controller.rightWeapon, (int)Weapon.Relax, true); } weaponController.AddCallback(() => { controller.leftWeapon = (int)Weapon.Relax; controller.rightWeapon = (int)Weapon.Relax; weaponController.SyncWeaponVisibility(); }); } }
protected override void _StartAction(RPGCharacterController controller, SwitchWeaponContext context) { RPGCharacterWeaponController weaponController = controller.GetComponent <RPGCharacterWeaponController>(); if (weaponController == null) { EndAction(controller); return; } context.LowercaseStrings(); bool changeRight = false; bool sheathRight = false; bool unsheathRight = false; int fromRight = controller.rightWeapon; int toRight = context.rightWeapon; int fromLeft = controller.leftWeapon; int toLeft = context.leftWeapon; bool dualWielding = AnimationData.Is1HandedWeapon(fromRight) && AnimationData.Is1HandedWeapon(fromLeft); bool dualUnsheath = context.side == "dual"; bool dualSheath = false; int toAnimatorWeapon = 0; // Filter which side is changing. switch (context.side) { case "none": case "right": changeRight = true; if (AnimationData.Is2HandedWeapon(toRight) && !AnimationData.IsNoWeapon(fromLeft)) { toLeft = (int)Weapon.Unarmed; dualSheath = dualWielding; } break; case "dual": changeRight = true; dualSheath = dualWielding; break; } // Force unarmed if sheathing weapons. if (context.type == "sheath") { if (context.side == "none" || context.side == "right" || context.side == "dual" || context.side == "both") { toRight = (int)Weapon.Unarmed; } } // Sheath weapons first if our starting weapon is different from our desired weapon and we're // not starting from an unarmed position. if (context.type == "sheath" || context.type == "switch") { sheathRight = changeRight && fromRight != toRight && !AnimationData.IsNoWeapon(fromRight); toAnimatorWeapon = AnimationData.ConvertToAnimatorWeapon(toLeft, toRight); } // Unsheath a weapon if our starting weapon is different from our desired weapon and we're // not ending on an unarmed position. if (context.type == "unsheath" || context.type == "switch") { unsheathRight = changeRight && fromRight != toRight && !AnimationData.IsNoWeapon(toRight); } /// /// Actually make changes to the weapon controller. /// if (context.type == "instant") { if (changeRight) { weaponController.InstantWeaponSwitch(toRight); } } else { // Sheath weapons first if that's necessary. if (sheathRight) { // Debug.Log("Sheath Right (dual: " + dualSheath + "): " + fromRight + " > " + toRight); weaponController.SheathWeapon(fromRight, toAnimatorWeapon, dualSheath); } // Finally, unsheath the desired weapons! if (unsheathRight) { // Debug.Log("Unsheath Right (dual: " + dualUnsheath + "): " + toRight); weaponController.UnsheathWeapon(toRight, dualUnsheath); } } // This callback will update the weapons in character controller after all other // coroutines finish. weaponController.AddCallback(() => { if (changeRight) { controller.rightWeapon = toRight; } // Turn off the isWeaponSwitching flag and sync weapon object visibility. weaponController.SyncWeaponVisibility(); EndAction(controller); }); }