public override void OnGameplayActivity(GameplayActivity activityType)
 {
     // for this particular type of Action, being attacked immediately causes you to stop charging up
     if (activityType == GameplayActivity.AttackedByEnemy || activityType == GameplayActivity.StoppedChargingUp)
     {
         StopChargingUp();
     }
 }
Esempio n. 2
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 public override void OnGameplayActivity(GameplayActivity activityType)
 {
     // we break stealth after using an attack. (Or after being hit, which could happen during exec time before we're stealthed, or even afterwards, such as from an AoE attack)
     if (activityType == GameplayActivity.UsingAttackAction || activityType == GameplayActivity.AttackedByEnemy)
     {
         EndStealth();
     }
 }
 public override void OnGameplayActivity(GameplayActivity activityType)
 {
     if (activityType == GameplayActivity.AttackedByEnemy)
     {
         // if we get attacked while charging up, we don't actually get to shoot!
         m_HitByAttack = true;
         StopChargingUp();
     }
     else if (activityType == GameplayActivity.StoppedChargingUp)
     {
         StopChargingUp();
     }
 }
 /// <summary>
 /// Called on active Actions to let them know when a notable gameplay event happens.
 /// </summary>
 /// <remarks>
 /// When a GameplayActivity of AttackedByEnemy or Healed happens, OnGameplayAction() is called BEFORE BuffValue() is called.
 /// </remarks>
 /// <param name="actionType"></param>
 public virtual void OnGameplayActivity(GameplayActivity activityType)
 {
 }