// Update is called once per frame void Update() { // get pick up item input if (InputMgr.GetButton((int)m_input.m_nbPlayer, InputMgr.eButton.GRAB) && !IsGrabing) { if (WeaponList.Count > 0) { PickupWeapon(); } } IsGrabing = InputMgr.GetButton((int)m_input.m_nbPlayer, InputMgr.eButton.GRAB); switch (m_attack.EquipWeap) { case PlayerAttack.eWeapon.Pistol: m_weapon.PickPistol(); break; case PlayerAttack.eWeapon.Saber: m_weapon.PickSaber(); break; default: m_weapon.Drop(); break; } }
// ====================================================================================== private void UpdateAnimator() { m_animator.SetDirection(m_states[m_actualState].m_facingDir); if (m_states[m_actualState].m_attack) { m_animator.StartAttack(m_states[m_actualState].m_attkType, m_states[m_actualState].m_upAttkDir, false); if (m_watcherToShowWeapon != null) { switch (m_states[m_actualState].m_attkType) { case PlayerAnimatorController.eAttackType.Fists: m_watcherToShowWeapon.Drop(); break; case PlayerAnimatorController.eAttackType.Saber: m_watcherToShowWeapon.PickSaber(); break; case PlayerAnimatorController.eAttackType.Pistol: m_watcherToShowWeapon.PickPistol(); break; } } } else { m_animator.SetState(m_states[m_actualState].m_state); } }
public void Update() { if (m_timer > m_duration) { m_objGround.SetActive(true); m_objHand.Drop(); m_timer = 0; } if (m_timer > m_ratio * m_duration) { m_objGround.SetActive(false); m_objHand.PickPistol(); } m_timer += Time.deltaTime; }