public WantMovementCr(CombatRoutine undecoratedCr, CapabilityFlags supportedCapabilities) { if (undecoratedCr == null) return; Log.Info("Storing Combat Routine"); _undecoratedCr = undecoratedCr; SupportedCapabilities = supportedCapabilities; }
internal void __MarshalFrom(ref Capabilities.__Native @ref) { this.Type = @ref.Type; this.SubType = @ref.SubType; this.Flags = @ref.Flags; this.Gamepad = @ref.Gamepad; this.Vibration.__MarshalFrom(ref @ref.Vibration); }
public WantMovementCr(CombatRoutine undecoratedCr, CapabilityFlags supportedCapabilities) { if (undecoratedCr == null) { return; } Log.Info("Storing Combat Routine"); _undecoratedCr = undecoratedCr; SupportedCapabilities = supportedCapabilities; }
public static bool IsAllowed( CapabilityFlags flags) { return RoutineManager.GetCapabilityState(flags) == CapabilityState.DontCare; }
public static bool IsAllowed(CapabilityFlags flags) { return(RoutineManager.GetCapabilityState(flags) == CapabilityState.DontCare); }
public StreamCapabilities(StreamCapabilities capabilities) { this.flags = capabilities.flags; }