void StateCharacterStopping::Update(float timeStep) { StateCharacterGrounded::Update();//apply the brake force RigidBody* body = pawn_->GetBody(); AnimationController* animCtrl = static_cast<PawnAnimated*>(pawn_)->GetAnimationController(); //animation float skid = pawn_->GetPlaneVelocity().Length(); if(skid<=0.1) pawn_->SetState(new StateCharacterIdle(context_)); float skidTime = Fit(skid,pawn_->GetMoveForce(),0.0f,0.0f,0.03f); //GetSubsystem<DebugHud>()->SetAppStats("animtion speed:", skidTime ); animCtrl->PlayExclusive("Models/Man/MAN_TurnSkidGunning.ani", 0,false, 0.2f); animCtrl->SetTime("Models/Man/MAN_TurnSkidGunning.ani",skidTime); }