public void SetPlayerActionToSubSkill(InteractiveObjectActionInherentData interactiveObjectActionInherentData, int position) { if (position >= 0 && position <= this.SubSkillSlots.Count - 1) { this.SubSkillSlots[position].SwitchSkillActionDefinition(interactiveObjectActionInherentData); } }
public AimingInteractiveObjectActionStateBehaviorInputDataSystem(GameInputManager gameInputManager, InteractiveObjectActionPlayerSystem interactiveObjectActionPlayerSystem, InteractiveObjectActionInherentData firingInteractiveObjectActionInherentData) { GameInputManager = gameInputManager; InteractiveObjectActionPlayerSystem = interactiveObjectActionPlayerSystem; this.firingInteractiveObjectActionInherentData = firingInteractiveObjectActionInherentData; }
private void OnCurrentPlayerActionInherentDataChanged(InteractiveObjectActionInherentData oldInteractiveObjectActionInherentData, InteractiveObjectActionInherentData newInteractiveObjectActionInherentData) { if (newInteractiveObjectActionInherentData != null) { this.SkillSlotUI.OnSkillActionChanged(newInteractiveObjectActionInherentData.coreInteractiveObjectActionDefinition.GetSkillActionDefinition()); } }
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); }
private void OnPlayerStoppedTargetting(InteractiveObjectActionInherentData interactiveObjectActionInherentData) { this.OnTargettingTextModule.Disable(); }
public void SetPlayerActionToMainWeaponSkill(InteractiveObjectActionInherentData interactiveObjectActionInherentData) { this.MainWeaponSkillSlot.SwitchSkillActionDefinition(interactiveObjectActionInherentData); }
public void SwitchSkillActionDefinition(InteractiveObjectActionInherentData interactiveObjectActionInherentData) { this.CurrentPlayerActionInherentData.SetValue(interactiveObjectActionInherentData); }