void EmptyAllSlots()
 {
     for (int i = 0; i < 4; i++)
     {
         Action a = StaticFunction.GetAction((ActionInput)i, actionSlots);
         a.targetAnim = null;
         a.mirror     = false;
         a.type       = ActionType.attack;
     }
 }
        public void UpdateActionsTwoHanded()
        {
            EmptyAllSlots();
            Weapon w = states.inventoryManager.rightHandWeapon.instance;

            for (int i = 0; i < w.twoHandedActions.Count; i++)
            {
                Action a = StaticFunction.GetAction(w.twoHandedActions [i].input, actionSlots);
                a.targetAnim = w.twoHandedActions [i].targetAnim;
                a.type       = w.twoHandedActions [i].type;
            }
        }
        public Action GetActionSlot(StateManager st)
        {
            ActionInput a_input = GetActionInput(st);

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