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- public IEnumerator LoadBow()
- {
- this.gameObject.GetComponent<Animation>().CrossFade("Load_Bow");
- yield return new WaitForSeconds(this.gameObject.GetComponent<Animation>()["Load_Bow"].length);
- aimStates = AimStates.Draw;
- }
- public IEnumerator DrawBow()
- {
- this.gameObject.GetComponent<Animation>().CrossFade("Draw_Bow");
- yield return new WaitForSeconds(this.gameObject.GetComponent<Animation>()["Draw_Bow"].length);
- aimStates = AimStates.Aim;
- }
- public void Aiming()
- {
- moveTarget.SetActive(false);
- switch(aimStates)
- {
- case AimStates.Load:
- StartCoroutine(LoadBow());
- break;
- case AimStates.Draw:
- StartCoroutine(DrawBow());
- break;
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