public override void Update(IPlayerWeaponState playerWeapon, IUserCmd cmd)
 {
     _leftcmd.SetCurrentCmd(cmd);
     _rightCmd.SetCurrentCmd(cmd);
     _leftFireLogic.OnFrame(playerWeapon, _leftcmd);
     _rightFireLogic.OnFrame(playerWeapon, _rightCmd);
 }
 public void Update(PlayerWeaponController controller, IUserCmd cmd)
 {
     _leftcmd.SetCurrentCmd(cmd);
     _rightCmd.SetCurrentCmd(cmd);
     _leftFireLogic.OnFrame(controller, _leftcmd);
     _rightFireLogic.OnFrame(controller, _rightCmd);
 }
Exemple #3
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 public void Update(PlayerEntity playerEntity, WeaponEntity weaponEntity, IUserCmd cmd)
 {
     _leftcmd.SetCurrentCmd(cmd);
     _rightCmd.SetCurrentCmd(cmd);
     _leftFireLogic.OnFrame(playerEntity, weaponEntity, _leftcmd);
     _rightFireLogic.OnFrame(playerEntity, weaponEntity, _rightCmd);
 }
Exemple #4
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 public void Update(PlayerEntity playerEntity, WeaponEntity weaponEntity, IUserCmd cmd)
 {
     _cmd.SetCurrentCmd(cmd);
     if (null != _fireLogic)
     {
         _fireLogic.OnFrame(playerEntity, weaponEntity, _cmd);
     }
 }
 public void Update(PlayerWeaponController controller, IUserCmd cmd)
 {
     _cmd.SetCurrentCmd(cmd);
     if (null != _fireLogic)
     {
         _fireLogic.OnFrame(controller, _cmd);
     }
 }
 public override void Update(IPlayerWeaponState playerWeapon, IUserCmd cmd)
 {
     _cmd.SetCurrentCmd(cmd);
     _fireLogic.OnFrame(playerWeapon, _cmd);
 }