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 RunState : BaseMovementState
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{
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public override AnimId movementAnim { get { return new AnimId (AnimGroup.WalkCycle, AnimIndex.Run); } }
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public override AnimId movementWeaponAnim { get { return m_ped.CurrentWeapon.RunAnim; } }
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2019-07-14 20:06:04 +00:00
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protected override void UpdateAnims()
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{
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base.UpdateAnims();
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if (!this.IsActiveState)
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return;
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2019-07-14 20:23:42 +00:00
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if (m_model.LastAnimId.Equals(new AnimId(AnimGroup.Gun, AnimIndex.run_armed)))
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2019-07-14 20:06:04 +00:00
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{
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// set y position of unnamed and root frame to 0
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if (m_model.UnnamedFrame != null)
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m_model.UnnamedFrame.transform.localPosition = m_model.UnnamedFrame.transform.localPosition.WithXAndZ();
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if (m_model.RootFrame != null)
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m_model.RootFrame.transform.localPosition = m_model.RootFrame.transform.localPosition.WithXAndZ();
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2019-07-14 20:23:42 +00:00
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2019-07-14 20:06:04 +00:00
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}
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}
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2020-05-31 17:07:22 +00:00
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}
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}
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