Ejemplo n.º 1
0
    public bool Matches(CombatActionDefinition actionDefinition)
    {
        bool result = false;

        if (actionDefinition != null && buffer.Length >= actionDefinition.Count)
        {
            result = true;
            int helpIndex = buffer.Length - 1;

            for (int a = actionDefinition.Count - 1; a >= 0; a--)
            {
                List <BurinkeruInputManager.InputCommand> commands = actionDefinition.Get(a);

                for (int c = 0; c < commands.Count; c++)
                {
                    if (!buffer [helpIndex] [(int)commands [c]])
                    {
                        result = false;

                        break;
                    }
                }

                if (!result)
                {
                    break;
                }

                helpIndex--;
            }
        }

        return(result);
    }
Ejemplo n.º 2
0
    protected override void initActionsDefinitions()
    {
        CombatActionDefinition shoot = new CombatActionDefinition();

        shoot.Add(BurinkeruInputManager.InputCommand.ATTACK);
        actionDefinitions.Add(new KeyValuePair <int, CombatActionDefinition>((int)WeaponActionType.SHOOT, shoot));

        CombatActionDefinition reload = new CombatActionDefinition();

        reload.Add(BurinkeruInputManager.InputCommand.RELOAD);
        actionDefinitions.Add(new KeyValuePair <int, CombatActionDefinition>((int)WeaponActionType.RELOAD, reload));
    }
Ejemplo n.º 3
0
    protected override void initActionsDefinitions()
    {
        CombatActionDefinition stab = new CombatActionDefinition();

        stab.Add(BurinkeruInputManager.InputCommand.RUN);
        stab.Add(BurinkeruInputManager.InputCommand.ATTACK);
        actionDefinitions.Add(new KeyValuePair <int, CombatActionDefinition> ((int)WeaponActionType.STAB, stab));

        CombatActionDefinition downwardSmash = new CombatActionDefinition();

        downwardSmash.Add(BurinkeruInputManager.InputCommand.CROUCH);
        downwardSmash.Add(BurinkeruInputManager.InputCommand.ATTACK);
        actionDefinitions.Add(new KeyValuePair <int, CombatActionDefinition> ((int)WeaponActionType.DOWNWARD_SMASH, downwardSmash));

        CombatActionDefinition uppercut = new CombatActionDefinition();

        uppercut.Add(BurinkeruInputManager.InputCommand.BACKWARD);
        uppercut.Add(BurinkeruInputManager.InputCommand.ATTACK);
        actionDefinitions.Add(new KeyValuePair <int, CombatActionDefinition> ((int)WeaponActionType.UPPERCUT, uppercut));

        CombatActionDefinition uppercut2 = new CombatActionDefinition();

        uppercut2.Add(BurinkeruInputManager.InputCommand.BACKWARD, BurinkeruInputManager.InputCommand.ATTACK);
        actionDefinitions.Add(new KeyValuePair <int, CombatActionDefinition> ((int)WeaponActionType.UPPERCUT, uppercut2));

        CombatActionDefinition uppercut3 = new CombatActionDefinition();

        uppercut3.Add(BurinkeruInputManager.InputCommand.BACKWARD);
        uppercut3.Add(BurinkeruInputManager.InputCommand.JUMP);
        uppercut3.Add(BurinkeruInputManager.InputCommand.ATTACK);
        actionDefinitions.Add(new KeyValuePair <int, CombatActionDefinition> ((int)WeaponActionType.UPPERCUT, uppercut3));

        CombatActionDefinition simpleAttact = new CombatActionDefinition();

        simpleAttact.Add(BurinkeruInputManager.InputCommand.ATTACK);
        actionDefinitions.Add(new KeyValuePair <int, CombatActionDefinition> ((int)WeaponActionType.SLASH, simpleAttact));
    }