예제 #1
0
    protected override void initActionsDefinitions()
    {
        CombatActionDefinition shoot = new CombatActionDefinition();

        shoot.Add(BurinkeruInputManager.InputCommand.ATTACK);
        actionDefinitions.Add(new KeyValuePair <int, CombatActionDefinition>((int)WeaponActionType.SHOOT, shoot));

        CombatActionDefinition reload = new CombatActionDefinition();

        reload.Add(BurinkeruInputManager.InputCommand.RELOAD);
        actionDefinitions.Add(new KeyValuePair <int, CombatActionDefinition>((int)WeaponActionType.RELOAD, reload));
    }
예제 #2
0
    protected override void initActionsDefinitions()
    {
        CombatActionDefinition stab = new CombatActionDefinition();

        stab.Add(BurinkeruInputManager.InputCommand.RUN);
        stab.Add(BurinkeruInputManager.InputCommand.ATTACK);
        actionDefinitions.Add(new KeyValuePair <int, CombatActionDefinition> ((int)WeaponActionType.STAB, stab));

        CombatActionDefinition downwardSmash = new CombatActionDefinition();

        downwardSmash.Add(BurinkeruInputManager.InputCommand.CROUCH);
        downwardSmash.Add(BurinkeruInputManager.InputCommand.ATTACK);
        actionDefinitions.Add(new KeyValuePair <int, CombatActionDefinition> ((int)WeaponActionType.DOWNWARD_SMASH, downwardSmash));

        CombatActionDefinition uppercut = new CombatActionDefinition();

        uppercut.Add(BurinkeruInputManager.InputCommand.BACKWARD);
        uppercut.Add(BurinkeruInputManager.InputCommand.ATTACK);
        actionDefinitions.Add(new KeyValuePair <int, CombatActionDefinition> ((int)WeaponActionType.UPPERCUT, uppercut));

        CombatActionDefinition uppercut2 = new CombatActionDefinition();

        uppercut2.Add(BurinkeruInputManager.InputCommand.BACKWARD, BurinkeruInputManager.InputCommand.ATTACK);
        actionDefinitions.Add(new KeyValuePair <int, CombatActionDefinition> ((int)WeaponActionType.UPPERCUT, uppercut2));

        CombatActionDefinition uppercut3 = new CombatActionDefinition();

        uppercut3.Add(BurinkeruInputManager.InputCommand.BACKWARD);
        uppercut3.Add(BurinkeruInputManager.InputCommand.JUMP);
        uppercut3.Add(BurinkeruInputManager.InputCommand.ATTACK);
        actionDefinitions.Add(new KeyValuePair <int, CombatActionDefinition> ((int)WeaponActionType.UPPERCUT, uppercut3));

        CombatActionDefinition simpleAttact = new CombatActionDefinition();

        simpleAttact.Add(BurinkeruInputManager.InputCommand.ATTACK);
        actionDefinitions.Add(new KeyValuePair <int, CombatActionDefinition> ((int)WeaponActionType.SLASH, simpleAttact));
    }