public override AInteractiveObjectAction BuildInteractiveObjectAction(IInteractiveObjectActionInput interactiveObjectActionInput) { if (interactiveObjectActionInput is ProjectileFireActionInputData ProjectileFireActionInputData) { return(new ProjectileFireAction(ProjectileFireActionInputData)); } return(default);
public override AInteractiveObjectAction BuildInteractiveObjectAction(IInteractiveObjectActionInput interactiveObjectActionInput) { if (interactiveObjectActionInput is DashTeleportationActionDefinitionInput DashTeleportationActionDefinitionInput) { return(new PlayerDashAction(this, DashTeleportationActionDefinitionInput)); } return(null); }
public override AInteractiveObjectAction BuildInteractiveObjectAction(IInteractiveObjectActionInput interactiveObjectActionInput) { if (interactiveObjectActionInput is PlayerDashDirectionActionDefinitionInput DashTeleportationDirectionActionDefinitionInput) { return(new PlayerDashDirectionAction(DashTeleportationDirectionActionDefinitionInput.AssociatedInteractiveObject, this, this.coreInteractiveObjectActionDefinition)); } return(null); }
/// <param name="interactiveObjectActionInput">The input must be of type <see cref="FiringInteractiveObjectActionInput"/> to create the AInteractiveObjectAction.</param> public override InteractiveObjectAction.AInteractiveObjectAction BuildInteractiveObjectAction(IInteractiveObjectActionInput interactiveObjectActionInput) { if (interactiveObjectActionInput is FiringInteractiveObjectActionInput FiringPlayerActionInput) { return(new PlayerAimingInteractiveObjectAction(ref FiringPlayerActionInput)); } return(default);
public abstract AInteractiveObjectAction BuildInteractiveObjectAction(IInteractiveObjectActionInput interactiveObjectActionInput);
public override AInteractiveObjectAction BuildInteractiveObjectAction(IInteractiveObjectActionInput interactiveObjectActionInput) { return(new ProjectileDeflectionTrackingInteractiveObjectAction((ProjectileDeflectionSystemInput)interactiveObjectActionInput)); }