public virtual void OnMMEvent(MMStateChangeEvent <CharacterStates.MovementStates> movementEvent) { /*switch (movementEvent.NewState) * { * * }*/ }
public virtual void OnMMEvent(MMStateChangeEvent <CharacterStates.CharacterConditions> conditionEvent) { /*switch (conditionEvent.NewState) * { * * }*/ }
public virtual void OnMMEvent(MMStateChangeEvent <MoreMountains.CorgiEngine.Weapon.WeaponStates> weaponEvent) { // if this event doesn't concern us, we do nothing and exit if (weaponEvent.Target != this.gameObject) { return; } switch (weaponEvent.NewState) { case MoreMountains.CorgiEngine.Weapon.WeaponStates.WeaponUse: ConsumeAmmo(); break; case MoreMountains.CorgiEngine.Weapon.WeaponStates.WeaponReloadStop: FillWeaponWithAmmo(); break; } }