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); }
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); }
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); }