Beispiel #1
0
 private void SwitchToNewState(StateType nextState)
 {
     if (availableStates.ContainsKey(nextState))
     {
         StateType oldState = currentState.type;
         currentState = availableStates[nextState];
         currentState.Activate();
         //Debug.Log(currentState.StateGameObject.name + " state: " + oldState + " -> " + currentState.type);
     }
 }
    private void Awake()
    {
        rBody2D        = GetComponent <Rigidbody2D>();
        playerAnimator = GetComponent <Animator>();
        sprite         = GetComponent <SpriteRenderer>();

        states = new List <BaseState>(GetComponentsInChildren <BaseState>(true));

        states.ForEach(_state =>
        {
            _state.Setup(rBody2D, sprite, playerAnimator);
            _state.NextStateAction = OnNextStateRequest;
        });

        currentState = states.Find(_state => _state.PlayerState == PlayerState.Idle);
        currentState.Activate();
    }
 public void OnNextStateRequest(PlayerState _state)
 {
     currentState.Diactivate();
     currentState = states.Find(_s => _s.PlayerState == _state);
     currentState.Activate();
 }