public static bool MovementSqrMagnitude(IFighterBase fighter, IConditionVariables variables, HnSF.StateTimeline arg3, int arg4) { FighterInputManager inputManager = ((FighterManager)fighter).InputManager; ConditionMovementMagnitude vars = (ConditionMovementMagnitude)variables; Vector2 movement = inputManager.GetMovement(0); bool r = vars.inverse ? movement.sqrMagnitude <vars.sqrMagnitude : movement.sqrMagnitude> vars.sqrMagnitude; return(r); }
public static bool GroundedState(IFighterBase fighter, IConditionVariables variables, HnSF.StateTimeline arg3, int arg4) { ConditionGroundState vars = (ConditionGroundState)variables; bool r = fighter.PhysicsManager.IsGrounded; if (vars.inverse) { r = !r; } return(r); }
public static bool FallSpeed(IFighterBase fighter, IConditionVariables variables, HnSF.StateTimeline arg3, int arg4) { FighterPhysicsManager physicsManager = ((FighterManager)fighter).physicsManager; ConditionFallSpeed vars = (ConditionFallSpeed)variables; bool r = false; if (vars.inverse) { r = physicsManager.forceMovement.y <vars.minValue || physicsManager.forceMovement.y> vars.maxValue; } else { r = physicsManager.forceMovement.y >= vars.minValue && physicsManager.forceMovement.y <= vars.maxValue; } return(r); }
public static bool CheckButton(IFighterBase fighter, IConditionVariables variables) { ConditionButton vars = (ConditionButton)variables; bool r = false; switch (vars.buttonState) { case ConditionButton.ButtonStateType.FirstPress: break; case ConditionButton.ButtonStateType.Released: break; case ConditionButton.ButtonStateType.IsDown: break; } return(r); }
public virtual bool TryCondition(Type id, IFighterBase fighter, IConditionVariables variables, StateTimeline timeline, int frame) { return(functions[id](fighter, variables, timeline, frame)); }
public static bool NoCondition(IFighterBase fighter, IConditionVariables variables, HnSF.StateTimeline arg3, int arg4) { return(true); }