public override void Update(GameTime gameTime, BipedWeapon weapon, WeaponFunctions input) { if (input == WeaponFunctions.TriggerPulled) { weapon.Fire(); weapon.CurrentState = BashSkill.SwingingState; } }
public override void Update(GameTime gameTime, BipedWeapon weapon, WeaponFunctions input) { if (input == WeaponFunctions.TriggerPulled) { Actor owner = GameResources.ActorManager.GetActorById(weapon.OwnerActorId); WeaponResource wr = owner.GetBehavior <WeaponResource>(); if (wr.Value >= weapon.ResourceCostToUse) { weapon.Fire(); weapon.CurrentState = BlasterRifleSkill.FiringState; } else { weapon.DryFire(); weapon.CurrentState = BlasterRifleSkill.DryFireState; } } }
public override void Update(GameTime gameTime, BipedWeapon weapon, WeaponFunctions input) { if (input == WeaponFunctions.TriggerPulled) { Actor owner = GameResources.ActorManager.GetActorById(weapon.OwnerActorId); WeaponResource wr = owner.GetBehavior<WeaponResource>(); if (wr.Value >= weapon.ResourceCostToUse) { weapon.Fire(); weapon.CurrentState = MachineGunSkill.FiringState; } else { weapon.DryFire(); weapon.CurrentState = MachineGunSkill.DryFireState; } } }