void EmptyAllSlots() { for (int i = 0; i < 4; i++) { Action a = StaticFunction.GetAction((ActionInput)i, actionSlots); a.targetAnim = null; a.mirror = false; a.type = ActionType.attack; } }
public void UpdateActionsTwoHanded() { EmptyAllSlots(); Weapon w = states.inventoryManager.rightHandWeapon.instance; for (int i = 0; i < w.twoHandedActions.Count; i++) { Action a = StaticFunction.GetAction(w.twoHandedActions [i].input, actionSlots); a.targetAnim = w.twoHandedActions [i].targetAnim; a.type = w.twoHandedActions [i].type; } }
public Action GetActionSlot(StateManager st) { ActionInput a_input = GetActionInput(st); return(StaticFunction.GetAction(a_input, actionSlots)); }