Beispiel #1
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 public void SetPlayerActionToSubSkill(InteractiveObjectActionInherentData interactiveObjectActionInherentData, int position)
 {
     if (position >= 0 && position <= this.SubSkillSlots.Count - 1)
     {
         this.SubSkillSlots[position].SwitchSkillActionDefinition(interactiveObjectActionInherentData);
     }
 }
Beispiel #2
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 public AimingInteractiveObjectActionStateBehaviorInputDataSystem(GameInputManager gameInputManager, InteractiveObjectActionPlayerSystem interactiveObjectActionPlayerSystem,
                                                                  InteractiveObjectActionInherentData firingInteractiveObjectActionInherentData)
 {
     GameInputManager = gameInputManager;
     InteractiveObjectActionPlayerSystem            = interactiveObjectActionPlayerSystem;
     this.firingInteractiveObjectActionInherentData = firingInteractiveObjectActionInherentData;
 }
Beispiel #3
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 private void OnCurrentPlayerActionInherentDataChanged(InteractiveObjectActionInherentData oldInteractiveObjectActionInherentData, InteractiveObjectActionInherentData newInteractiveObjectActionInherentData)
 {
     if (newInteractiveObjectActionInherentData != null)
     {
         this.SkillSlotUI.OnSkillActionChanged(newInteractiveObjectActionInherentData.coreInteractiveObjectActionDefinition.GetSkillActionDefinition());
     }
 }
Beispiel #4
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 public FiringInteractiveObjectActionStateBehavior(GameInputManager gameInputManager, InteractiveObjectActionPlayerSystem interactiveObjectActionPlayerSystem,
                                                   InteractiveObjectActionInherentData firingInteractiveObjectActionInherentData)
 {
     this._aimingInteractiveObjectActionStateBehaviorInputDataSystem = new AimingInteractiveObjectActionStateBehaviorInputDataSystem(
         gameInputManager, interactiveObjectActionPlayerSystem, firingInteractiveObjectActionInherentData);
     this.StateManagersLookup = new Dictionary <AimingInteractiveObjectActionState, AAimingInteractiveObjectActionStateManager>()
     {
         { AimingInteractiveObjectActionState.LISTENING, new ListeningAimingInteractiveObjectActionStateManager(this, ref this._aimingInteractiveObjectActionStateBehaviorInputDataSystem) },
         { AimingInteractiveObjectActionState.AIMING, new AimingAimingInteractiveObjectActionStateManager(this) }
     };
     base.Init(AimingInteractiveObjectActionState.LISTENING);
 }
Beispiel #5
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 private void OnPlayerStoppedTargetting(InteractiveObjectActionInherentData interactiveObjectActionInherentData)
 {
     this.OnTargettingTextModule.Disable();
 }
Beispiel #6
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 public void SetPlayerActionToMainWeaponSkill(InteractiveObjectActionInherentData interactiveObjectActionInherentData)
 {
     this.MainWeaponSkillSlot.SwitchSkillActionDefinition(interactiveObjectActionInherentData);
 }
Beispiel #7
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 public void SwitchSkillActionDefinition(InteractiveObjectActionInherentData interactiveObjectActionInherentData)
 {
     this.CurrentPlayerActionInherentData.SetValue(interactiveObjectActionInherentData);
 }