public override void BeforeActUpdate(BattleStates.ThinkAction thinkAction, Delta delta) { if (beforeActFinished) { return; } base.BeforeActUpdate(thinkAction, delta); update(thinkAction.Actor, delta); if (shudderManager.Finished) { beforeActFinished = true; } }
public override void BeforeActStart(BattleStates.ThinkAction thinkAction) { base.BeforeActStart(thinkAction); if (thinkAction.Target == Inflictor) { thinkAction.Active = false; beforeActFinished = false; shudderManager.Reset(thinkAction.Actor); particleManager.Reset(); } else { beforeActFinished = true; } }