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; } }
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); }
public Action GetActionFromInput(ActionInput a_input) { return(StaticFunctions.GetAction(a_input, actionSlots)); }
public Action GetActionSlot(StateManager st) { ActionInput a_input = GetActionInput(st); return(StaticFunctions.GetAction(a_input, actionSlots)); }