Example #1
0
        // public Getter
        public Action GetActionSlot(StateManager st)
        {
            ActionInput a_input = GetActionInput(st);

            // return ActionSlots corresponding to the input get from states
            return(StaticFunctions.GetAction(a_input, actionSlots));
        }
Example #2
0
        /*public void UpdateActionsWithLeftHand(){
         *              /*Weapon r_w = states.inventoryManager.rightHandWeapon;
         *              Weapon l_w = states.inventoryManager.leftHandWeapon;
         *
         *              Action rb = GetAction (ActionInput.rb);
         *              Action rt = GetAction (ActionInput.rt);
         *
         *              Action w_rb = r_w.GetAction (r_w.actions, ActionInput.rb);
         *              rb.targetAnim = w_rb.targetAnim;
         *              rb.type = w_rb.type;
         *              rb.canBeParried = w_rb.canBeParried;
         *              rb.changeSpeed = w_rb.changeSpeed;
         *              rb.animSpeed = w_rb.animSpeed;
         *
         *              Action w_rt = r_w.GetAction (r_w.actions, ActionInput.rt);
         *              rt.targetAnim = w_rt.targetAnim;
         *              rt.type = w_rt.type;
         *              rt.canBeParried = w_rt.canBeParried;
         *              rt.changeSpeed = w_rt.changeSpeed;
         *              rt.animSpeed = w_rt.animSpeed;
         *
         *
         *              Action lb = GetAction (ActionInput.lb);
         *              Action lt = GetAction (ActionInput.lt);
         *
         *              Action w_lb = l_w.GetAction (l_w.actions, ActionInput.rb);
         *              lb.targetAnim = w_lb.targetAnim;
         *              lb.type = w_lb.type;
         *              lb.canBeParried = w_lb.canBeParried;
         *              lb.changeSpeed = w_lb.changeSpeed;
         *              lb.animSpeed = w_lb.animSpeed;
         *
         *              Action w_lt = l_w.GetAction (l_w.actions, ActionInput.rt);
         *              lt.targetAnim = w_lt.targetAnim;
         *              lt.type = w_lt.type;
         *              lt.canBeParried = w_lt.canBeParried;
         *              lt.changeSpeed = w_lt.changeSpeed;
         *              lt.animSpeed = w_lt.animSpeed;
         *
         *              if (l_w.LeftHandMirror) {
         *                      lb.mirror = true;
         *                      lt.mirror = true;
         *              }
         *      }*/

        // public targetAnim setter.
        public void UpdateActionsTwoHanded()
        {
            EmptyAllSlots();
            Weapon w = states.inventoryManager.rightHandWeapon.instance;

            for (int i = 0; i < w.two_handedActions.Count; i++)
            {
                Action a = StaticFunctions.GetAction(w.two_handedActions[i].input, actionSlots);
                // assign ActionSlot's targetAnim with targetAnim get from InventoryManager.cs
                a.steps = w.two_handedActions[i].steps;
                a.type  = w.two_handedActions[i].type;
            }
        }
Example #3
0
 void EmptyAllSlots()
 {
     for (int i = 0; i < 4; i++)
     {
         Action a = StaticFunctions.GetAction((ActionInput)i, actionSlots);
         a.targetAnim   = null;
         a.audio_ids    = null;
         a.steps        = null;
         a.mirror       = false;
         a.type         = ActionType.attack;
         a.canBeParried = true;
         a.changeSpeed  = true;
         a.animSpeed    = 1;
         a.canBackStab  = false;
     }
 }
Example #4
0
 public Action GetActionFromInput(ActionInput a_input)
 {
     return(StaticFunctions.GetAction(a_input, actionSlots));
 }