void CreateState(eAnimationStateName name) { CharacterState state = null; switch (name) { case eAnimationStateName.Idle: state = new Idle_State((int)name); break; case eAnimationStateName.Run: state = new Run_State((int)name); break; case eAnimationStateName.Attack: state = new Attack_State((int)name); break; case eAnimationStateName.Jump: state = new Jump_State((int)name); break; case eAnimationStateName.Crouch: state = new Crouch_State((int)name); break; case eAnimationStateName.Crouch_Attack: state = new CrouchAttack_State((int)name); break; case eAnimationStateName.Jump_Attack: state = new JumpAttack_State((int)name); break; case eAnimationStateName.Hurt: state = new Hurt_State((int)name); break; case eAnimationStateName.Hide: state = new Hide_State((int)name); break; case eAnimationStateName.Die: state = new DIe_State((int)name); break; case eAnimationStateName.Rise: state = new Rise_State((int)name); break; default: break; } if (state == null) { return; } state.Init(_char); _aniDic.Add(name, state); }
public Mediator_Player_Controls(Controls c_, H_Player p_) { p_avatar = p_; c_input = c_; shooter = Shoot_State.CHILL; jumper = Jump_State.ON_GROUND; AirTime = new Stopwatch(); AirTime.Reset(); AirTime.Stop(); cur_structure = 0; structure_wheel.Add(Structure_Type_e.HEALING_POOL); structure_wheel.Add(Structure_Type_e.SNOW_FACTORY); structure_wheel.Add(Structure_Type_e.FORT); structure_wheel.Add(Structure_Type_e.SNOWMAN); }
private void Handle_Jump_State() { if (c_input.State.jet_pack_mode) jumper = Jump_State.JET_PACK; switch (jumper) { case Jump_State.ON_GROUND: if (c_input.State.jump) { AirTime.Start(); jumper = Jump_State.BOOST; } break; case Jump_State.BOOST: //Boost Upwards (+Y) if (AirTime.ElapsedMilliseconds <= 400 && c_input.State.jump) { p_avatar.accelerate(Globals.jump_vec); } else { jumper = Jump_State.FALLING_WITH_STYLE; AirTime.Stop(); AirTime.Reset(); } break; case Jump_State.FALLING_WITH_STYLE: if (p_avatar.is_on_ground()) jumper = Jump_State.ON_GROUND; break; case Jump_State.JET_PACK: p_avatar.accelerate(Globals.jump_vec); if (!c_input.State.jet_pack_mode) jumper = Jump_State.FALLING_WITH_STYLE; break; default: if (p_avatar.is_on_ground()) jumper = Jump_State.ON_GROUND; else jumper = Jump_State.FALLING_WITH_STYLE; break; } Debug.Print(""+jumper); }