protected virtual void AdditionalUpdateFunction() { //Make the special skill countdown correctly UpdateSpecialCountDown(); //Regen the object's health. RegenHealth(); //update animator wrapper to make animation run correctly animatorWrapper.DoUpdate(); //update the renderer because of things.... objectRenderer.DoUpdateRenderer(); }
public virtual void DoUpdate() { switch (objectState) { case ObjectState.Idle: idleCountDown--; if (idleCountDown <= 0) { idleCountDown = 10; if (objectManager.RequestTarget(this) != null) { ChargeAtObject(objectManager.RequestTarget(this)); } } break; case ObjectState.Run: ObjectRunning(); break; case ObjectState.Charge: ObjectCharging(); break; case ObjectState.Attack: ObjectAttack(); break; case ObjectState.Stun: break; case ObjectState.Die: //when hero die, should countdown or do something WhileHeroDie(); break; } animatorWrapper.DoUpdate(); }