public override string GetBlockAnim(E_BlockState state, E_WeaponType weapon) { if (state == E_BlockState.Start) { return("blockStart"); } else if (state == E_BlockState.Loop) { return("blockLoop"); } else if (state == E_BlockState.Failed) { return("blockFailed"); } else if (state == E_BlockState.HitBlocked) { return("blockHit"); } else { return("blockEnd"); } }
public abstract string GetBlockAnim(E_BlockState block);
public override string GetBlockAnim(E_BlockState state, E_WeaponType weapon) { return(null); }
public abstract string GetBlockAnim(E_BlockState block, E_WeaponType weapon);
public override string GetBlockAnim(E_BlockState state) { return(null); }