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https://github.com/GTA-ASM/SanAndreasUnity
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Weapon animation changes (#134)
* added the correct aim animation for the minigun and the flame thrower * corrected the aim, idle, walk, run animation for the extinguisher - added a weapon class for it * corrected animations for the MP5 * corrected the idle, walk, run, aim/fire animation for the spraycan
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7 changed files with 54 additions and 28 deletions
12
Assets/Scripts/Behaviours/Weapons/Extinguisher.cs
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Assets/Scripts/Behaviours/Weapons/Extinguisher.cs
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using SanAndreasUnity.Importing.Animation;
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namespace SanAndreasUnity.Behaviours.Weapons
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{
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public class Extinguisher : Weapon
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{
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public override AnimId AimAnim => new AnimId(AnimGroup.Flame, AnimIndex.FLAME_fire);
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public override AnimId IdleAnim => new AnimId(AnimGroup.WalkCycle, AnimIndex.Idle);
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public override AnimId WalkAnim => new AnimId(AnimGroup.WalkCycle, AnimIndex.Walk);
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public override AnimId RunAnim => new AnimId(AnimGroup.WalkCycle, AnimIndex.Run);
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}
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}
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Assets/Scripts/Behaviours/Weapons/Extinguisher.cs.meta
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Assets/Scripts/Behaviours/Weapons/Extinguisher.cs.meta
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@ -3,16 +3,8 @@ using SanAndreasUnity.Importing.Animation;
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namespace SanAndreasUnity.Behaviours.Weapons
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namespace SanAndreasUnity.Behaviours.Weapons
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{
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{
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public class FThrower : Weapon
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public class FThrower : Weapon
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{
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{
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public override AnimId AimAnim => new AnimId(AnimGroup.Flame, AnimIndex.FLAME_fire);
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// public override AnimId AimAnim {
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// get {
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// return new AnimId (AnimGroup.Flame, AnimIndex.FLAME_fire);
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// }
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// }
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}
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}
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}
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}
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@ -3,16 +3,11 @@ using SanAndreasUnity.Importing.Animation;
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namespace SanAndreasUnity.Behaviours.Weapons
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namespace SanAndreasUnity.Behaviours.Weapons
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{
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{
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public class MP5 : Weapon
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public class MP5 : Weapon
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{
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{
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public override AnimId AimAnim => new AnimId (AnimGroup.Uzi, AnimIndex.UZI_fire);
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public override AnimId AimAnim {
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public override AnimId IdleAnim => new AnimId(AnimGroup.WalkCycle, AnimIndex.Idle);
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get {
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public override AnimId WalkAnim => new AnimId(AnimGroup.WalkCycle, AnimIndex.Walk);
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return new AnimId (AnimGroup.Uzi, AnimIndex.UZI_fire);
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public override AnimId RunAnim => new AnimId(AnimGroup.WalkCycle, AnimIndex.Run);
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}
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}
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}
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}
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}
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}
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@ -3,16 +3,8 @@ using SanAndreasUnity.Importing.Animation;
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namespace SanAndreasUnity.Behaviours.Weapons
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namespace SanAndreasUnity.Behaviours.Weapons
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{
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{
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public class Minigun : Weapon
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public class Minigun : Weapon
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{
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{
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public override AnimId AimAnim => new AnimId(AnimGroup.Flame, AnimIndex.FLAME_fire);
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// public override AnimId AimAnim {
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}
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// get {
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// return new AnimId (AnimGroup.Flame, AnimIndex.FLAME_fire);
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// }
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// }
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}
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}
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}
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13
Assets/Scripts/Behaviours/Weapons/Spraycan.cs
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Assets/Scripts/Behaviours/Weapons/Spraycan.cs
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using UnityEngine;
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using SanAndreasUnity.Importing.Animation;
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namespace SanAndreasUnity.Behaviours.Weapons
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{
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public class Spraycan : Weapon
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{
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public override AnimId AimAnim => new AnimId("SPRAYCAN", "spraycan_fire");
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public override AnimId IdleAnim => new AnimId(AnimGroup.WalkCycle, AnimIndex.Idle);
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public override AnimId WalkAnim => new AnimId(AnimGroup.WalkCycle, AnimIndex.Walk);
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public override AnimId RunAnim => new AnimId(AnimGroup.WalkCycle, AnimIndex.Run);
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}
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}
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Assets/Scripts/Behaviours/Weapons/Spraycan.cs.meta
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Assets/Scripts/Behaviours/Weapons/Spraycan.cs.meta
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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