Animation System
Last updated
Last updated
Here we describe a set of standard animations by writing the name of the animation, specifying the layer and the transition time from this animation to others.
Property
Description
Fire State
Animation of shooting.
Dry Fire State
Animation of shooting when there is no cartridge in the store.
Fire Zoom State
Animation of shooting in aiming.
Dry Fire Zoom State
Animation of shooting in aiming when there is no cartridge in the magazine.
Here we configure the animation parameters. By matching the parameter names from the animator with the fields.
Property
Description
Base Reload Multiplier
Animation acceleration coefficient for partial reloading (there are cartridges left in the store)
Full Reload Multiplier
Animation acceleration coefficient when fully reloaded (there is no cartridge left in the store)
It is responsible for playing the animation under certain conditions.
We must select the component and the function we need.
Then we need to specify the name of the animation that should be played when calling the corresponding function, the animation layer, and the time for which the animation will change.