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some improvements for roll state

This commit is contained in:
in0finite 2019-07-15 02:20:12 +02:00
parent 95120b46d3
commit 626567e289
2 changed files with 8 additions and 12 deletions
Assets/Scripts/Behaviours/Ped/States
Docs

View file

@ -84,7 +84,10 @@ namespace SanAndreasUnity.Behaviours.Peds.States
// break;
// }
Debug.LogFormat("OnDictChanged() - op: {0}, key: {1}, value: {2}", op, key, value);
//Debug.LogFormat("OnDictChanged() - op: {0}, key: {1}, value: {2}", op, key, value);
if (!this.IsActiveState)
return;
if (key != kRollDirSyncName)
return;
@ -93,11 +96,10 @@ namespace SanAndreasUnity.Behaviours.Peds.States
if (m_ped.syncDictionaryStringUint.ContainsKey(key))
{
// roll direction possibly changed
bool oldLeft = m_rollLeft;
m_rollLeft = m_ped.syncDictionaryStringUint[key] == 1;
Debug.LogFormat("roll dir changed - old left: {0}, new left: {1}", oldLeft, m_rollLeft);
if (oldLeft != m_rollLeft)
this.PlayAnim();
//Debug.LogFormat("roll dir changed - old left: {0}, new left: {1}", oldLeft, m_rollLeft);
this.PlayAnim();
m_animState.time = 0f;
}
});
@ -150,7 +152,7 @@ namespace SanAndreasUnity.Behaviours.Peds.States
// clients have wrap mode set to 'Loop', because state can be switched very fast between roll and crouchaim, and
// server will not update current state syncvar, so client will not start the state again,
// and roll state will remain
m_animState.wrapMode = m_isServer ? WrapMode.Once : WrapMode.Loop;
m_animState.wrapMode = WrapMode.Once;
m_model.VelocityAxis = 0; // movement will be done along x axis
}

View file

@ -20,12 +20,6 @@
- Does 'O' button changes quality level ?
- Client can't enter vehicle state - print additional state data ;
- Ped runs through ground when playing run-aim anim with mp5, ak47, etc... when holding gun with 2 hands
- Rolling: when doing more rolls in a sequence, roll direction can change, and client only uses the original direction
- Play sounds: horn ; empty weapon slot ; ped damage ; footsteps in run and sprint states ;
- Script execution order: HUD before pause menu and windows ; fps counter after all ;