mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-12-18 08:23:08 +00:00
66 lines
1.9 KiB
C#
66 lines
1.9 KiB
C#
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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 WalkAimState : BaseAimMovementState
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{
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public override AnimId aimWithArm_LowerAnim { get { return m_ped.CurrentWeapon.WalkAnim; } }
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public override void OnBecameActive ()
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{
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base.OnBecameActive ();
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// m_ped.PlayerModel.PlayAnim (AnimGroup.Gun, AnimIndex.WALK_armed);
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}
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protected override AnimationState UpdateAnimsNonAWA ()
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{
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return WalkAimState.UpdateAnimsNonAWA (m_ped);
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}
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public static AnimationState UpdateAnimsNonAWA (Ped ped)
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{
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var player = ped;
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var PlayerModel = ped.PlayerModel;
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var weapon = ped.CurrentWeapon;
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float angle = Vector3.Angle (player.Movement, player.transform.forward);
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if (angle > 110) {
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// move backward
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PlayerModel.Play2Anims( weapon.AimAnim, new AnimId(AnimGroup.Gun, AnimIndex.GunMove_BWD) );
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} else if (angle > 70) {
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// strafe - move left/right
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float rightAngle = Vector3.Angle( player.Movement, player.transform.right );
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if (rightAngle > 90) {
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// left
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PlayerModel.Play2Anims( weapon.AimAnim, new AnimId(AnimGroup.Gun, AnimIndex.GunMove_L) );
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} else {
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// right
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PlayerModel.Play2Anims( weapon.AimAnim, new AnimId(AnimGroup.Gun, AnimIndex.GunMove_R) );
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}
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// we have to reset local position of root frame - for some reason, anim is changing position
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// PlayerModel.RootFrame.transform.localPosition = Vector3.zero;
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Importing.Conversion.Animation.RemovePositionCurves( PlayerModel.LastSecondaryAnimState.clip, PlayerModel.Frames );
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PlayerModel.VelocityAxis = 0;
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} else {
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// move forward
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PlayerModel.Play2Anims( weapon.AimAnim, new AnimId(AnimGroup.Gun, AnimIndex.GunMove_FWD) );
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}
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PlayerModel.LastAnimState.wrapMode = WrapMode.ClampForever;
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var state = PlayerModel.LastAnimState;
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return state;
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}
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}
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}
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