public override string GetKnockdowAnim(E_KnockdownState state, E_WeaponType weapon) { switch (state) { case E_KnockdownState.Down: return("knockdown"); case E_KnockdownState.Loop: return("knockdownLoop"); case E_KnockdownState.Up: return("knockdownUp"); default: return(null); } }
public abstract string GetKnockdownAnim(E_KnockdownState knockdownState);
public override string GetKnockdowAnim(E_KnockdownState state, E_WeaponType weapon) { return(""); }
public abstract string GetKnockdowAnim(E_KnockdownState block, E_WeaponType weapon);
public override string GetKnockdowAnim(E_KnockdownState block, E_WeaponType weapon) { return(null); }
public override string GetKnockdownAnim(E_KnockdownState knockdownState) { return("InjuryMeleeKick"); }