Exemplo n.º 1
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 public void InitWindUp(HeldEquipment _prop, WeaponStyle _weaponStyle, int _windUpDepth)
 {
     type        = CombatActionType.WindUp;
     prop        = _prop;
     weaponStyle = _weaponStyle;
     windUpLevel = _windUpDepth;
 }
Exemplo n.º 2
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 public void InitParry(HeldEquipment _prop, WeaponStyle _weaponStyle, int _windUpDepth, int _offBalance)
 {
     type        = CombatActionType.Parry;
     prop        = _prop;
     weaponStyle = _weaponStyle;
     windUpLevel = _windUpDepth;
     offBalance  = _offBalance;
 }
Exemplo n.º 3
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 public void InitSwing(HeldEquipment _prop, WeaponStyle _weaponStyle, List <Vector2> _targetArea,
                       int _windUpDepth)
 {
     type        = CombatActionType.Swing;
     prop        = _prop;
     weaponStyle = _weaponStyle;
     targetArea  = _targetArea;
     windUpLevel = _windUpDepth;
 }
Exemplo n.º 4
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 public void InitSwitchStyle(HeldEquipment _prop, int _windUpDepth)
 {
     type        = CombatActionType.SwitchStyle;
     prop        = _prop;
     windUpLevel = _windUpDepth;
 }
Exemplo n.º 5
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 public void InitBlock(HeldEquipment _prop, int _offBalance)
 {
     type       = CombatActionType.Block;
     prop       = _prop;
     offBalance = _offBalance;
 }