mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-30 15:59:09 +00:00
65 lines
1.9 KiB
C#
65 lines
1.9 KiB
C#
using UnityEngine;
|
|
using SanAndreasUnity.Utilities;
|
|
using SanAndreasUnity.Importing.Animation;
|
|
|
|
namespace SanAndreasUnity.Behaviours.Peds.States
|
|
{
|
|
|
|
public class WalkAimState : BaseAimMovementState
|
|
{
|
|
public override AnimId aimWithArm_LowerAnim { get { return m_ped.CurrentWeapon.WalkAnim; } }
|
|
|
|
|
|
public override void OnBecameActive ()
|
|
{
|
|
base.OnBecameActive ();
|
|
// m_ped.PlayerModel.PlayAnim (AnimGroup.Gun, AnimIndex.WALK_armed);
|
|
}
|
|
|
|
protected override AnimationState UpdateAnimsNonAWA ()
|
|
{
|
|
return WalkAimState.UpdateAnimsNonAWA (m_ped);
|
|
}
|
|
|
|
public static AnimationState UpdateAnimsNonAWA (Ped ped)
|
|
{
|
|
var player = ped;
|
|
var PlayerModel = ped.PlayerModel;
|
|
var weapon = ped.CurrentWeapon;
|
|
|
|
|
|
float angle = Vector3.Angle (player.Movement, player.transform.forward);
|
|
|
|
if (angle > 110) {
|
|
// move backward
|
|
PlayerModel.Play2Anims( weapon.AimAnim, new AnimId(AnimGroup.Gun, AnimIndex.GunMove_BWD) );
|
|
} else if (angle > 70) {
|
|
// strafe - move left/right
|
|
float rightAngle = Vector3.Angle( player.Movement, player.transform.right );
|
|
if (rightAngle > 90) {
|
|
// left
|
|
PlayerModel.Play2Anims( weapon.AimAnim, new AnimId(AnimGroup.Gun, AnimIndex.GunMove_L) );
|
|
} else {
|
|
// right
|
|
PlayerModel.Play2Anims( weapon.AimAnim, new AnimId(AnimGroup.Gun, AnimIndex.GunMove_R) );
|
|
}
|
|
|
|
// we have to reset local position of root frame - for some reason, anim is changing position
|
|
// PlayerModel.RootFrame.transform.localPosition = Vector3.zero;
|
|
Importing.Conversion.Animation.RemovePositionCurves( PlayerModel.LastSecondaryAnimState.clip, PlayerModel.Frames );
|
|
|
|
PlayerModel.VelocityAxis = 0;
|
|
} else {
|
|
// move forward
|
|
PlayerModel.Play2Anims( weapon.AimAnim, new AnimId(AnimGroup.Gun, AnimIndex.GunMove_FWD) );
|
|
}
|
|
|
|
PlayerModel.LastAnimState.wrapMode = WrapMode.ClampForever;
|
|
var state = PlayerModel.LastAnimState;
|
|
|
|
return state;
|
|
}
|
|
|
|
}
|
|
|
|
}
|