Game Development Reference
In-Depth Information
var currentState : AnimatorStateInfo =
_animator.GetCurrentAnimatorStateInfo(0);
if (!IsWaitForAiming) {
var lookat : Vector3 =
targetLookat.transform.position;
lookat.y = transform.position.y;
transform.LookAt(lookat);
_rocketLauncher.transform.LookAt(targetLookat.transform.position);
IsShot = true;
if (IsShot) {
if
(currentState.IsName("Shooting.Aiming")) {
var playbackTime : float =
currentState.length;
BroadcastMessage("Fire",playbackTime);
IsWaitForAiming = true;
}
}
} else {
if (IsShot) {
if
(currentState.IsName("Shooting.Shoot")) {
IsShot = false;
playbackTime = currentState.length;
StartCoroutine(WaitForShot(playbackTime));
}
}
}
}
} else {
IsShowLaser(false);
IsRun =
(waypointsContainer.AwayFromWaypoint(transform.position,
distanceToShot)) ? false : Run();
ApplyMoveDirection();
ApplyMoveSpeed();
ApplyJumping(Jump(MoveDirection));
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