void EmptyAllSlots() { for (int i = 0; i < 4; i++) { Action a = StaticFunctions.GetAction((ActionInput)i, actionSlot); a.steps = null; a.mirror = false; a.type = ActionType.attack; } }
public void UpdateActionsTwoHanded() { EmptyAllSlots(); Weapon w = states.inventoryManager.rightHandWeapon.instance; for (int i = 0; i < w.two_handedActions.Count; i++) { Action a = StaticFunctions.GetAction(w.two_handedActions[i].input, actionSlot); a.steps = w.two_handedActions[i].steps; a.type = w.two_handedActions[i].type; } }
public Action GetActionFromInput(ActionInput a_input) { return(StaticFunctions.GetAction(a_input, actionSlot)); }
public Action GetActionSlot(StateManager st) { ActionInput a_input = GetActionInput(st); return(StaticFunctions.GetAction(a_input, actionSlot)); }