using UnityEngine; namespace EntityStates.Commando.CommandoWeapon; public class ReloadPistols : GenericReload { private static int ReloadPistolsStateHash = Animator.StringToHash("ReloadPistols"); private static int ReloadPistolsParamHash = Animator.StringToHash("ReloadPistols.playbackRate"); private static int ReloadPistolsExitStateHash = Animator.StringToHash("ReloadPistolsExit"); public override void OnEnter() { base.OnEnter(); PlayAnimation("Gesture, Override", ReloadPistolsStateHash, ReloadPistolsParamHash, duration); PlayAnimation("Gesture, Additive", ReloadPistolsStateHash, ReloadPistolsParamHash, duration); FindModelChild("GunMeshL")?.gameObject.SetActive(value: false); FindModelChild("GunMeshR")?.gameObject.SetActive(value: false); } public override void OnExit() { FindModelChild("ReloadFXL")?.gameObject.SetActive(value: false); FindModelChild("ReloadFXR")?.gameObject.SetActive(value: false); FindModelChild("GunMeshL")?.gameObject.SetActive(value: true); FindModelChild("GunMeshR")?.gameObject.SetActive(value: true); PlayAnimation("Gesture, Override", ReloadPistolsExitStateHash); PlayAnimation("Gesture, Additive", ReloadPistolsExitStateHash); base.OnExit(); } }