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- AnimationClip[] CombatHitAnimations => new AnimationClip[] { _ai.CombatHit1Animation, _ai.CombatHit2Animation, _ai.CombatHit3Animation };
- AnimationClip[] EmoteAnimations => new AnimationClip[] { _ai.Emote1Animation, _ai.Emote2Animation, _ai.Emote3Animation };
- AnimationClip[] AttackAnimation => new AnimationClip[] { _ai.Attack1Animation, _ai.Attack2Animation, _ai.Attack3Animation };
- AnimationClip[] HitAnimations => new AnimationClip[] { _ai.Hit1Animation, _ai.Hit2Animation, _ai.Hit3Animation };
- /// <summary>
- /// Keeps track of whether or not certain animations are currently playing
- /// </summary>
- public void CheckAnimationStates ()
- {
- if (_ai.CombatStateRef == EmeraldAISystem.CombatState.Active)
- CheckCurrentAnimation (AttackStateReslove, AttackAnimation);
- if (_ai.CombatStateRef == EmeraldAISystem.CombatState.NotActive)
- {
- CheckCurrentAnimation (getttingHit => _ai.GettingHit = getttingHit, HitAnimations);
- CheckCurrentAnimation (isEmote => _ai.EmoteAnimationActive = isEmote, EmoteAnimations);
- }
- else if (_ai.CombatStateRef == EmeraldAISystem.CombatState.Active)
- {
- CheckCurrentAnimation (GetHitReslove, CombatHitAnimations);
- }
- }
- private void GetHitReslove (bool gettingHit)
- {
- _ai.GettingHit = gettingHit;
- if (gettingHit)
- {
- _ai.CurrentBlockingState = EmeraldAISystem.BlockingState.NotBlocking;
- _ai.AIAnimator.SetBool ("Blocking", false);
- }
- }
- private void AttackStateReslove (bool isAttacking)
- {
- _ai.Attacking = isAttacking;
- if (isAttacking && _ai.CurrentBlockingState == EmeraldAISystem.BlockingState.Blocking)
- {
- _ai.CurrentBlockingState = EmeraldAISystem.BlockingState.NotBlocking;
- _ai.AIAnimator.SetBool ("Blocking", false);
- _ai.AIAnimator.ResetTrigger ("Hit");
- }
- }
- public void CheckCurrentAnimation (System.Action<bool> onChecked, params AnimationClip[] clips)
- {
- onChecked (clips.ToList ().Any (clip => clip.Equals (_ai.CurrentAnimationClip)));
- }
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