public override void Excute(GameSystem system) { if (isWeatherChoosen) { system.ChangeState(new State14()); } }
public override void Excute(GameSystem system) { if (tributeNum != 0) { system.ChangeState(new State13()); } }
public override void Enter(GameSystem system) { base.Enter(system); //判断是否是第一次进入游戏 if (SaveSystem.LoadDayNum() > 0) { system.ChangeState(new StartMenuState()); } else { //初始化 currentProgress = Progress.neverStarted; //开始游戏 system.ChangeState(new State10()); } }
public override void Excute(GameSystem system) { currentTime += system.timeSpeed * Time.deltaTime; if (HauntSystem.currentHauntedObject != null) { system.ChangeState(new State15()); } }
public override void Excute(GameSystem system) { if (torchNum > num) { num++; if (num > 3) { system.ChangeState(new State12()); } else { PerformSystem.FadeIn(dailyData10.backGround, 0.3f, 1 - 0.3f * num); PerformSystem.FocusOn(dailyData10.firstTorch.position.x + dailyData10.torchDistance * num); } } }