/// <summary> /// The Manager Of The Arms if its WithGun Or not /// </summary> /// <param name="Objective">The Objective will be Pointing</param> public void ArmsManager(Vector3 Objective) { if (!WithGun) { FightingObject.Move(); FightingObject.AnimationManager(); FightingObject.Attacks(); } else { ShootingObject.GetDirectionAndAngle(Objective); ShootingObject.WithgunMove(); ShootingObject.RotateArm(); ShootingObject.Aiming(); ShootingObject.Shooting(); ShootingObject.Reload(); } ShootingObject.IlluminateShoot(); if (GameplayActions.QuitShootAction) { WithGun = !WithGun; } ShootingObject.ArmsAnim.SetBool("CanShowup", CanShowup()); }
public static bool IsReadyToCast(this FightingObject obj, CharacterSpellSlot slot) { //NOTE: GetEventHandler Generic param. 0 is internal type of CastSpellEventHandler CastSpellEventHandler eventHandler = obj.GetEventHandler <ayt>(); if (eventHandler && eventHandler.IsReady((byte)slot)) { return(true); } return(false); }
public static FightingObjectView GetAttackTarget(this FightingObject obj) { var attackTargetId = obj.GetTargetId(); if (attackTargetId > 0) { if (GameManager.GetInstance().GetView_Safe(attackTargetId) is FightingObjectView target) { return(target); } } return(default(FightingObjectView)); }