public void CharacterUnarm(Action holsterStartFinished, Action holsterEndFinished, float unarmParam) { logger.Info("[Tmp]Interrupt"); RelatedCharState.InterruptAction(); RelatedCharState.ForceFinishGrenadeThrow(); RelatedCharState.Holster(holsterStartFinished, holsterEndFinished, unarmParam); }
public void CharacterDrawInterrupt() { logger.Info("[Tmp]Interrupt"); PlayerStateUtil.AddPlayerState(EPlayerGameState.InterruptItem, entity.gamePlay); RelatedCharState.InterruptAction(); RelatedCharState.ForceFinishGrenadeThrow(); Owner.AudioController().StopPullBoltAudio(); }
public void ThrowActionExecute() { if (!entity.hasThrowingAction) { return; } Core.WeaponLogic.Throwing.ThrowingActionInfo actionInfo = RelatedThrowAction; if (actionInfo.IsReady && actionInfo.IsPull) { //若已拉栓,销毁ThrowingEntity actionInfo.IsInterrupt = true; } //打断投掷动作 RelatedCharState.ForceFinishGrenadeThrow(); //清理手雷状态 actionInfo.ClearState(); }
public void ThrowActionExecute() { if (!entity.hasThrowingAction) { return; } ThrowingActionData actionData = RelatedThrowAction; if (actionData.IsReady && actionData.IsPull) { //若已拉栓,销毁ThrowingEntity actionData.IsInterrupt = true; } //打断投掷动作 RelatedCharState.ForceFinishGrenadeThrow(); //清理手雷状态 actionData.InternalCleanUp(); }
public void CharacterUnarm(System.Action holsterStartFinished, System.Action holsterEndFinished, float unarmParam) { RelatedCharState.InterruptAction(); RelatedCharState.ForceFinishGrenadeThrow(); RelatedCharState.Holster(holsterStartFinished, holsterEndFinished, unarmParam); }
public void CharacterDrawInterrupt() { PlayerStateUtil.AddPlayerState(EPlayerGameState.InterruptItem, entity.gamePlay); RelatedCharState.InterruptAction(); RelatedCharState.ForceFinishGrenadeThrow(); }
public void CharacterUnarm(System.Action unarm, float unarmParam) { RelatedCharState.InterruptAction(); RelatedCharState.ForceFinishGrenadeThrow(); RelatedCharState.Unarm(unarm, unarmParam); }