public static void ChangeState(IFighterBase fighter, IStateVariables variables, HnSF.StateTimeline arg3, int arg4) { State.ChangeState vars = (State.ChangeState)variables; fighter.StateManager.MarkForStateChange(vars.stateID, vars.stateMovesetID); }
public static void ApplyTraction(IFighterBase fighter, IStateVariables variables, HnSF.StateTimeline arg3, int arg4) { State.VarApplyTraction vars = (State.VarApplyTraction)variables; FighterManager fm = (FighterManager)fighter; if (vars.useTractionStat) { fm.physicsManager.ApplyFriction(vars.aerialTraction ? fm.statManager.aerialTraction : fm.statManager.groundTraction); } else { fm.physicsManager.ApplyFriction(vars.traction); } }
public static void SetFallSpeed(IFighterBase fighter, IStateVariables variables, HnSF.StateTimeline arg3, int arg4) { State.VarSetFallSpeed vars = (State.VarSetFallSpeed)variables; FighterManager fm = (FighterManager)fighter; fm.physicsManager.SetFallSpeed(vars.value); }
public static void ApplyGravity(IFighterBase fighter, IStateVariables variables, HnSF.StateTimeline arg3, int arg4) { State.VarApplyGravity vars = (State.VarApplyGravity)variables; FighterManager fm = (FighterManager)fighter; fm.physicsManager.ApplyGravity(vars.useMaxFallSpeedStat ? fm.statManager.maxFallSpeed : vars.maxFallSpeed, vars.useGravityStat ? fm.statManager.gravity : vars.gravity); }
public static bool NoCondition(IFighterBase fighter, IConditionVariables variables, HnSF.StateTimeline arg3, int arg4) { return(true); }
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 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); }