2020-05-31 17:07:22 +00:00
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using UnityEngine;
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using SanAndreasUnity.Utilities;
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using SanAndreasUnity.Importing.Animation;
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namespace SanAndreasUnity.Behaviours.Peds.States
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{
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public class CrouchState : BaseMovementState
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{
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public override AnimId movementAnim { get { return new AnimId ("ped", "WEAPON_crouch"); } }
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public override AnimId movementWeaponAnim { get { return this.movementAnim; } }
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protected override void SwitchToMovementState ()
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{
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// can only switch to CrouchMove state
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if( m_ped.Movement.sqrMagnitude > float.Epsilon )
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{
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m_ped.SwitchState<CrouchMoveState>();
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}
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}
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protected override void SwitchToAimState ()
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{
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CrouchState.SwitchToAimState(m_ped);
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}
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public static void SwitchToAimState(Ped ped)
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{
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// can only switch to CrouchAim state
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if( ped.IsAimOn && ped.IsHoldingWeapon )
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{
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ped.SwitchState<CrouchAimState>();
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}
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}
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public override void OnJumpPressed ()
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{
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// switch to stand state
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// it's better to do this event-based, because after switching to stand state, we may enter
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// jump state right after it
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// we can't switch to stand state, because that will cause ped to jump (jump button will be on)
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// m_ped.SwitchState<StandState>();
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}
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public override void OnCrouchButtonPressed ()
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{
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// switch to stand state
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2019-04-28 16:20:33 +00:00
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if (m_isServer)
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m_ped.SwitchState<StandState>();
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2019-04-28 17:13:01 +00:00
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else
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base.OnCrouchButtonPressed();
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2020-05-31 17:07:22 +00:00
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}
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}
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}
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