public static float GetOffsetValue(this ShoulderPosition shoulderPosition) { switch (shoulderPosition) { case ShoulderPosition.Left: return(-1); case ShoulderPosition.Right: return(1); default: return(0); } }
private static void UpdateFocusedShoulderPosition(MissionScreen missionScreen, Agent mainAgent) { var isShoulderSwitchModeDynamic = SubModule.Config.ShoulderSwitchMode == ShoulderSwitchMode.MatchAttackAndBlockDirection || SubModule.Config.ShoulderSwitchMode == ShoulderSwitchMode.TemporarilyMatchAttackAndBlockDirection; if (!isShoulderSwitchModeDynamic) { return; } var actionDirection = mainAgent.GetCurrentActionDirection(1); if (missionScreen.InputManager.IsGameKeyDown(CombatHotKeyCategory.Attack)) { switch (actionDirection) { case Agent.UsageDirection.AttackLeft: _focusedShoulderPosition = ShoulderPosition.Left; _alternateShoulderSwitchTimestamp = missionScreen.Mission.Time; return; case Agent.UsageDirection.AttackRight: _focusedShoulderPosition = ShoulderPosition.Right; return; } } else if (missionScreen.InputManager.IsGameKeyDown(CombatHotKeyCategory.Defend)) { switch (actionDirection) { case Agent.UsageDirection.DefendLeft: _focusedShoulderPosition = ShoulderPosition.Left; _alternateShoulderSwitchTimestamp = missionScreen.Mission.Time; return; case Agent.UsageDirection.DefendRight: _focusedShoulderPosition = ShoulderPosition.Right; return; } } else if (ShouldReturnFocusToOriginalShoulder(missionScreen)) { _focusedShoulderPosition = ShoulderPosition.Right; } }
private void SetAngle() { Angle = ShoulderPosition.GetAngle(Aim); }
private void SetAngle() { currentAngle = ShoulderPosition.GetAngle(aimPosition); }