public void UpdateAllAttacks(Vector3 StartPosition, Vector3 TargetPosition, bool[,] ArrayTargetMapSize, string TargetMovementType, bool CanMove) { foreach (Attack ActiveAttack in ListAttack) { if (!ActiveAttack.CanAttack) { ActiveAttack.UpdateAttack(this, StartPosition, TargetPosition, ArrayTargetMapSize, TargetMovementType, CanMove); } } }
public void UpdateNonMAPAttacks(Vector3 StartPosition, Vector3 TargetPosition, bool[,] ArrayTargetMapSize, string TargetMovementType, bool CanMove) { foreach (Attack ActiveAttack in ListAttack) { if (ActiveAttack.Pri != WeaponPrimaryProperty.MAP) { ActiveAttack.UpdateAttack(this, StartPosition, TargetPosition, ArrayTargetMapSize, TargetMovementType, CanMove); } else { ActiveAttack.DisableAttack(); } } }