Esempio n. 1
0
 public override void Update(GameTime gameTime, BipedWeapon weapon, WeaponFunctions input)
 {
     if (input == WeaponFunctions.TriggerPulled)
     {
         weapon.Fire();
         weapon.CurrentState = BashSkill.SwingingState;
     }
 }
Esempio n. 2
0
 public override void Update(GameTime gameTime, BipedWeapon weapon, WeaponFunctions input)
 {
     if (input == WeaponFunctions.TriggerPulled)
     {
         weapon.Fire();
         weapon.CurrentState = BashSkill.SwingingState;
     }
 }
Esempio n. 3
0
 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;
         }
     }
 }
Esempio n. 4
0
 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;
         }
     }
 }