Added rifle , Shotgun animations, walk and run

posted in: Weekly Progress | 0

In Player Script Cowboy run walk with rifle and shot gun is added.

 

if (_equippedWeapon == eEqippedWeapon.Rope)
{
CowboyAnimatorInstance.SetBool(“Shotgun_level1_runb”, false);
CowboyAnimatorInstance.SetBool(“Shotgun_level1_walkb”, false);
CowboyAnimatorInstance.SetBool(“Rope_level1_swirl_walkb”, false);
CowboyAnimatorInstance.SetBool(“Rifle_level1_walkb”, false);
CowboyAnimatorInstance.SetBool(“Rifle_level1_runb”, false);
CowboyAnimatorInstance.SetBool(“Rope_level1_swirl_runb”, true);
}
else if(_equippedWeapon == eEqippedWeapon.Shotgun)
{
CowboyAnimatorInstance.SetBool(“Shotgun_level1_walkb”, false);
CowboyAnimatorInstance.SetBool(“Rope_level1_swirl_runb”, false);
CowboyAnimatorInstance.SetBool(“Rope_level1_swirl_walkb”, false);
CowboyAnimatorInstance.SetBool(“Rifle_level1_walkb”, false);
CowboyAnimatorInstance.SetBool(“Rifle_level1_runb”, false);
CowboyAnimatorInstance.SetBool(“Shotgun_level1_runb”, true);
}
else if(_equippedWeapon == eEqippedWeapon.Rifle)
{
CowboyAnimatorInstance.SetBool(“Shotgun_level1_walkb”, false);
CowboyAnimatorInstance.SetBool(“Rope_level1_swirl_runb”, false);
CowboyAnimatorInstance.SetBool(“Rope_level1_swirl_walkb”, false);
CowboyAnimatorInstance.SetBool(“Shotgun_level1_runb”, false);
CowboyAnimatorInstance.SetBool(“Rifle_level1_walkb”, false);
CowboyAnimatorInstance.SetBool(“Rifle_level1_runb”, true);
}

 

 

For shotgun run and walk animation this block of cose is added.

 

if (_equippedWeapon == eEqippedWeapon.Rope)
{
CowboyAnimatorInstance.SetBool(“Shotgun_level1_runb”, false);
CowboyAnimatorInstance.SetBool(“Shotgun_level1_walkb”, false);
CowboyAnimatorInstance.SetBool(“Rope_level1_swirl_runb”, false);
CowboyAnimatorInstance.SetBool(“Rifle_level1_walkb”, false);
CowboyAnimatorInstance.SetBool(“Rifle_level1_runb”, false);
CowboyAnimatorInstance.SetBool(“Rope_level1_swirl_walkb”, true);
}
else if(_equippedWeapon == eEqippedWeapon.Shotgun)
{
CowboyAnimatorInstance.SetBool(“Shotgun_level1_runb”, false);
CowboyAnimatorInstance.SetBool(“Rope_level1_swirl_runb”, false);
CowboyAnimatorInstance.SetBool(“Rope_level1_swirl_walkb”, false);
CowboyAnimatorInstance.SetBool(“Rifle_level1_walkb”, false);
CowboyAnimatorInstance.SetBool(“Rifle_level1_runb”, false);
CowboyAnimatorInstance.SetBool(“Shotgun_level1_walkb”, true);
}
else if(_equippedWeapon == eEqippedWeapon.Rifle)
{
CowboyAnimatorInstance.SetBool(“Shotgun_level1_walkb”, false);
CowboyAnimatorInstance.SetBool(“Rope_level1_swirl_runb”, false);
CowboyAnimatorInstance.SetBool(“Rope_level1_swirl_walkb”, false);
CowboyAnimatorInstance.SetBool(“Shotgun_level1_runb”, false);
CowboyAnimatorInstance.SetBool(“Rifle_level1_runb”, false);
CowboyAnimatorInstance.SetBool(“Rifle_level1_walkb”, true);
}
}

 

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