private void Canvas_World_TakenAction(object sender, TakenActionEventArgs e) { if ((e.SubTag != SubTag.AimMarker) || (e.Action != ActionTag.Move)) { return; } SearchText(UITag.Modeline).text = AimModeText(); }
private void SkillCooldown_TakenAction(object sender, TakenActionEventArgs e) { if (!GetComponent <LocalManager>().MatchID(e.ObjectID) || !IsValidAction(e.Action)) { return; } SkillNameTag skill = GetComponent <PCSkillManager>() .GetSkillNameTag(e.Action); SetCurrentCooldown(skill, GetMaxCooldown(skill)); }
private void TurnManager_TakenAction(object sender, TakenActionEventArgs e) { if (!GetComponent <Schedule>().Current .GetComponent <LocalManager>().MatchID(e.ObjectID)) { return; } switch (e.Action) { case ActionTag.Skip: case ActionTag.Move: case ActionTag.UseSkillQ: case ActionTag.UseSkillW: case ActionTag.UseSkillE: case ActionTag.UseSkillR: NextActor(); break; default: break; } }
public void TakenAction(TakenActionEventArgs e) { GameCore.AxeManCore.GetComponent <PublishAction>() .ActorTakenAction(e); }