private void OnBang(object sender, BangEventArgs e) { if (e.IsDesiredCounter(_cInvulnerable)) { _invulnerableAfterHit = false; } }
private void OnBang(object sender, BangEventArgs e) { // Unlock owner direction after hit if (e.ID.Equals(_cSwingHit)) _owner.FaceLock = false; }
private void OnBang(object sender, BangEventArgs e) { }
private void OnStep(object sender, BangEventArgs e) { if (e.IsDesiredCounter(_cUpdater)) { if(_owner.BoundingRect.Intersects(_collider.BoundingRect)) Owner.CM.StartCounter(_cUpdater, true, false); } }
private void OnBang(object sender, BangEventArgs e) { if (e.IsDesiredCounter(_cUpdater)) { _locked = false; _collider = null; } }
private void OnBang(object sender, BangEventArgs e) { if (e.IsDesiredCounter(_cShutdown)) { OnCooldown = false; } }
private void OnBang(object sender, BangEventArgs e) { if (e.ID.Equals(_animCounter)) { _frame = (_frame + 1) % 2; } }
protected virtual void OnBang(object sender, BangEventArgs e) { if (e.ID.Equals(_animCounter2)) { _frame2 = (_frame2 + 1) % 2; } if (e.ID.Equals(_animCounter3)) { _frame3 = (_frame3 + 1) % 3; } }
// Summary: // Initializes a counter with a default term // // Parameters: // _default: // Default value that the counter gets resets to after bang // public Counter(int _default, string _id) { mDefault = _default; mTerm = mDefault; mElapsedTime = 0; mActive = false; mID = _id; mBangTag = new BangEventArgs(mID); }
private void PassOnBang(object _sender, BangEventArgs _e) { if (Bang != null) Bang(null, _e); }
/// <summary> /// Initializes a new instance of the <see cref="Counter" /> class. /// </summary> /// <param name="defaultTerm">The default term.</param> /// <param name="id">The ID.</param> public Counter(string id, int defaultTerm, bool stepCalled) { _default = defaultTerm; _term = _default; _elapsedTime = 0; _active = false; _id = id; _bangTag = new BangEventArgs(_id); _stepCalling = stepCalled; }
private void PassOnStep(object sender, BangEventArgs e) { if (Step != null) Step(null, e); }
private void OnBang(object sender, BangEventArgs e) { // Shooter is not on cooldown anymore if (e.ID.Equals(_cShooter)) _cooldown = false; }