// public Getter public Action GetActionSlot(StateManager st) { ActionInput a_input = GetActionInput(st); // return ActionSlots corresponding to the input get from states return(StaticFunctions.GetAction(a_input, actionSlots)); }
/*public void UpdateActionsWithLeftHand(){ * /*Weapon r_w = states.inventoryManager.rightHandWeapon; * Weapon l_w = states.inventoryManager.leftHandWeapon; * * Action rb = GetAction (ActionInput.rb); * Action rt = GetAction (ActionInput.rt); * * Action w_rb = r_w.GetAction (r_w.actions, ActionInput.rb); * rb.targetAnim = w_rb.targetAnim; * rb.type = w_rb.type; * rb.canBeParried = w_rb.canBeParried; * rb.changeSpeed = w_rb.changeSpeed; * rb.animSpeed = w_rb.animSpeed; * * Action w_rt = r_w.GetAction (r_w.actions, ActionInput.rt); * rt.targetAnim = w_rt.targetAnim; * rt.type = w_rt.type; * rt.canBeParried = w_rt.canBeParried; * rt.changeSpeed = w_rt.changeSpeed; * rt.animSpeed = w_rt.animSpeed; * * * Action lb = GetAction (ActionInput.lb); * Action lt = GetAction (ActionInput.lt); * * Action w_lb = l_w.GetAction (l_w.actions, ActionInput.rb); * lb.targetAnim = w_lb.targetAnim; * lb.type = w_lb.type; * lb.canBeParried = w_lb.canBeParried; * lb.changeSpeed = w_lb.changeSpeed; * lb.animSpeed = w_lb.animSpeed; * * Action w_lt = l_w.GetAction (l_w.actions, ActionInput.rt); * lt.targetAnim = w_lt.targetAnim; * lt.type = w_lt.type; * lt.canBeParried = w_lt.canBeParried; * lt.changeSpeed = w_lt.changeSpeed; * lt.animSpeed = w_lt.animSpeed; * * if (l_w.LeftHandMirror) { * lb.mirror = true; * lt.mirror = true; * } * }*/ // public targetAnim setter. public void UpdateActionsTwoHanded() { EmptyAllSlots(); Weapon w = states.inventoryManager.rightHandWeapon.instance; for (int i = 0; i < w.two_handedActions.Count; i++) { Action a = StaticFunctions.GetAction(w.two_handedActions[i].input, actionSlots); // assign ActionSlot's targetAnim with targetAnim get from InventoryManager.cs a.steps = w.two_handedActions[i].steps; a.type = w.two_handedActions[i].type; } }
void EmptyAllSlots() { for (int i = 0; i < 4; i++) { Action a = StaticFunctions.GetAction((ActionInput)i, actionSlots); a.targetAnim = null; a.audio_ids = null; a.steps = null; a.mirror = false; a.type = ActionType.attack; a.canBeParried = true; a.changeSpeed = true; a.animSpeed = 1; a.canBackStab = false; } }
public Action GetActionFromInput(ActionInput a_input) { return(StaticFunctions.GetAction(a_input, actionSlots)); }