public BaseState(StateActor actor, StateMachine stateMachine, ActorData data, string animBoolName) { this.actor = actor; this.stateMachine = stateMachine; this.data = data; this.animBoolName = animBoolName; }
public bool SendGift(int gift) { if (currentState.stateCode != 0) { Debug.Log("You already gifted something to this NPC"); return(false); } for (int i = 0; i < posibleStates.Count; i++) { for (int j = 0; j < posibleStates[i].itemList.Count; j++) { if (posibleStates[i].itemList[j] == gift) { currentState = posibleStates[i]; KaraokeController.Instance.PlayDialogues(currentState.stateDialogue); StartCoroutine(WaitForDialogue()); return(true); } } } return(false); }
public PlayerGroundedState(StateActor actor, StateMachine stateMachine, PlayerData data, string animBoolName) : base(actor, stateMachine, data, animBoolName) { }