/// <summary> /// Add functions to be called for given player's action events. /// </summary> /// <param name="playerCharArg"></param> private void AddPlayerEventListening(PlayerCharacterMasterController playerCharArg) { playerCharArg.OnCharDataChangedAction += RefreshAmmoBarFull; playerCharArg.OnEquippedWeaponSlotNumChangedAction += RefreshAmmoBarFull; // find the char's action attack component CharacterActionAttackController charActionAttack = playerCharArg. GetComponent <CharacterActionAttackController>(); // if comp found if (charActionAttack != null) { charActionAttack.OnCharacterAttackAction += RefreshAmmoBarCount; } }
/// <summary> /// Add functions to be called for given player's action events. /// </summary> /// <param name="playerCharArg"></param> private void AddPlayerEventListening(PlayerCharacterMasterController playerCharArg) { playerCharArg.OnCharDataChangedAction += RefreshWeaponModel; playerCharArg.OnEquippedWeaponSlotNumChangedAction += RefreshWeaponModel; playerCharArg.CharMovement.OnIsMovingChangedAction += RefreshWeaponMovingAnimation; // find the char's action attack component CharacterActionAttackController charActionAttack = playerCharArg. GetComponent <CharacterActionAttackController>(); // if comp found if (charActionAttack != null) { charActionAttack.OnCharacterAttackAction += PlayAttackAnimation; } }