예제 #1
0
        public void UpdataActionsTwoHanded()
        {
            EmptyAllSlots();

            if (states.inventoryManager.rightHandWeapon == null)
            {
                return;
            }

            Weapon w = states.inventoryManager.rightHandWeapon.instance;

            for (int i = 0; i < w.two_handedActions.Count; i++)
            {
                Action a = StaticFunctions.GetAction(w.two_handedActions[i].GetFirstInput(), actionSlots);
                a.firstStep.targetAnim = w.two_handedActions[i].firstStep.targetAnim;
                StaticFunctions.DeepCopyStepsList(w.two_handedActions[i], a);
                a.type = w.two_handedActions[i].type;
            }
        }
예제 #2
0
        void EmptyAllSlots()
        {
            for (int i = 0; i < 4; i++)
            {
                Action a = StaticFunctions.GetAction((ActionInput)i, actionSlots);
                if (a == null)
                {
                    return;
                }

                //a.firstStep = null;
                a.comboSteps = null;
                a.mirror     = false;
                a.type       = ActionType.attack;
            }

            StaticFunctions.DeepCopyAction(states.inventoryManager.unarmedRuntime.instance, ActionInput.rb, ActionInput.rb, actionSlots);
            StaticFunctions.DeepCopyAction(states.inventoryManager.unarmedRuntime.instance, ActionInput.rt, ActionInput.rt, actionSlots);
            StaticFunctions.DeepCopyAction(states.inventoryManager.unarmedRuntime.instance, ActionInput.rb, ActionInput.lb, actionSlots, true);
            StaticFunctions.DeepCopyAction(states.inventoryManager.unarmedRuntime.instance, ActionInput.rt, ActionInput.lt, actionSlots, true);
        }
예제 #3
0
 public Action GetActionFromInput(ActionInput a_input)
 {
     return(StaticFunctions.GetAction(a_input, actionSlots));
 }
예제 #4
0
        public Action GetActionSlot(StateManager st)
        {
            ActionInput a_input = GetActionInput(st);

            return(StaticFunctions.GetAction(a_input, actionSlots));
        }