public void InitWindUp(HeldEquipment _prop, WeaponStyle _weaponStyle, int _windUpDepth) { type = CombatActionType.WindUp; prop = _prop; weaponStyle = _weaponStyle; windUpLevel = _windUpDepth; }
public void InitParry(HeldEquipment _prop, WeaponStyle _weaponStyle, int _windUpDepth, int _offBalance) { type = CombatActionType.Parry; prop = _prop; weaponStyle = _weaponStyle; windUpLevel = _windUpDepth; offBalance = _offBalance; }
public void InitSwing(HeldEquipment _prop, WeaponStyle _weaponStyle, List <Vector2> _targetArea, int _windUpDepth) { type = CombatActionType.Swing; prop = _prop; weaponStyle = _weaponStyle; targetArea = _targetArea; windUpLevel = _windUpDepth; }
public void InitSwitchStyle(HeldEquipment _prop, int _windUpDepth) { type = CombatActionType.SwitchStyle; prop = _prop; windUpLevel = _windUpDepth; }
public void InitBlock(HeldEquipment _prop, int _offBalance) { type = CombatActionType.Block; prop = _prop; offBalance = _offBalance; }