using UnityEngine; using SanAndreasUnity.Utilities; using SanAndreasUnity.Importing.Animation; namespace SanAndreasUnity.Behaviours.Peds.States { public class RunState : BaseMovementState { public override AnimId movementAnim { get { return new AnimId (AnimGroup.WalkCycle, AnimIndex.Run); } } public override AnimId movementWeaponAnim { get { return m_ped.CurrentWeapon.RunAnim; } } protected override void UpdateAnims() { base.UpdateAnims(); if (!this.IsActiveState) return; if (m_model.LastAnimId.Equals(new AnimId(AnimGroup.Gun, AnimIndex.run_armed))) { // set y position of unnamed and root frame to 0 if (m_model.UnnamedFrame != null) m_model.UnnamedFrame.transform.localPosition = m_model.UnnamedFrame.transform.localPosition.WithXAndZ(); if (m_model.RootFrame != null) m_model.RootFrame.transform.localPosition = m_model.RootFrame.transform.localPosition.WithXAndZ(); } } } }