public virtual void unreadyOne(HitDelegate hitdeleg) { weapon.unready(hitdeleg); }
public virtual void unready(HitDelegate eventHandler) { HitEvent -= eventHandler; }
public override void unready(HitDelegate eventHandler) { ((MeleeWeapon)this).HitEvent -= eventHandler; }
public override void unreadyOne(HitDelegate hitdeleg) { rifle.unready(hitdeleg); }
public override void unreadyOne(HitDelegate hitdeleg) { meleeWep.unready(hitdeleg); }
public override void unready(HitDelegate eventHandler) { ((Firearm)this).HitEvent -= eventHandler; }
public override void unready(HitDelegate eventHandler) { ((AutoRifle)this).HitEvent -= eventHandler; }
private void KnockDownCollect(HitDelegate hitDelegate, float velocity, float force, float vertex, float dir, GameObject targetObject) { CoroutineHandler.instance.StartCoroutine(hitDelegate(velocity, force, vertex, dir, targetObject)); }
private void Awake() { onHit = null; }