public override void OnGameplayActivity(GameplayActivity activityType) { // for this particular type of Action, being attacked immediately causes you to stop charging up if (activityType == GameplayActivity.AttackedByEnemy || activityType == GameplayActivity.StoppedChargingUp) { StopChargingUp(); } }
public override void OnGameplayActivity(GameplayActivity activityType) { // we break stealth after using an attack. (Or after being hit, which could happen during exec time before we're stealthed, or even afterwards, such as from an AoE attack) if (activityType == GameplayActivity.UsingAttackAction || activityType == GameplayActivity.AttackedByEnemy) { EndStealth(); } }
public override void OnGameplayActivity(GameplayActivity activityType) { if (activityType == GameplayActivity.AttackedByEnemy) { // if we get attacked while charging up, we don't actually get to shoot! m_HitByAttack = true; StopChargingUp(); } else if (activityType == GameplayActivity.StoppedChargingUp) { StopChargingUp(); } }
/// <summary> /// Called on active Actions to let them know when a notable gameplay event happens. /// </summary> /// <remarks> /// When a GameplayActivity of AttackedByEnemy or Healed happens, OnGameplayAction() is called BEFORE BuffValue() is called. /// </remarks> /// <param name="actionType"></param> public virtual void OnGameplayActivity(GameplayActivity activityType) { }