void updateCooldowns() { WeaponFireCooldown.Tick(Time.deltaTime); WeaponReloadCooldown.Tick(Time.deltaTime); WeaponEquipCooldown.Tick(Time.deltaTime); InActionStanceCooldown.Tick(Time.deltaTime); }
public void UpdateActionStance(bool inActionStance) { if (inActionStance) { if (InActionStanceCooldown.IsRunning) { InActionStanceCooldown.Restart(); return; } InActionStanceCooldown.Start(ActionStanceTime, () => { tno.Send("SetActionStance", Target.AllSaved, false); }); } else { InActionStanceCooldown.Reset(); } tno.Send("SetActionStance", Target.AllSaved, inActionStance); }