public void TransitionAct() { IncrementCartridge.Rotate(ref c_activeData.i_currentPreviewIndex, 1, c_previewData.PreviewShots.Count); c_positionData.q_currentRotation = Quaternion.Euler(c_previewData.PreviewShots[c_activeData.i_currentPreviewIndex].CameraAngle); c_positionData.v_currentPosition = c_previewData.PreviewShots[c_activeData.i_currentPreviewIndex].StartPosition; c_activeData.f_currentShotTime = Constants.ZERO_F; }
public SpinningState(ref TrickPhysicsData dataIn, ref PlayerPositionData posIn, ref IncrementCartridge incrIn) { this.c_physData = dataIn; this.c_playerPosData = posIn; this.cart_incr = incrIn; }
public void Act() { float currentTime = c_data.f_currentCountdownTime; IncrementCartridge.Decrement(ref currentTime, Time.deltaTime, c_data.i_targetTime); c_data.f_currentCountdownTime = currentTime; }
public JumpChargeState(ref PlayerData playerData, ref PlayerPositionData positionData, ref CollisionData collisionData, ref AerialMoveData aerialMoveData, ref IncrementCartridge incr) { this.c_playerData = playerData; this.c_positionData = positionData; this.c_aerialMoveData = aerialMoveData; this.c_collisionData = collisionData; this.cart_increment = incr; }
public void Act() { float currentTime = c_timerData.f_currentTime; IncrementCartridge.Decrement(ref currentTime, Time.deltaTime, Constants.ZERO_F); c_timerData.f_currentTime = currentTime; }
public void TransitionAct() { int activeIndex = c_activeData.i_activeMenuItemIndex; IncrementCartridge.Rotate(ref activeIndex, c_activeData.i_menuDir, c_activeData.i_menuItemCount, 0); c_activeData.i_activeMenuItemIndex = activeIndex; c_activeData.f_currentMenuTickCount = Constants.ZERO_F; }
private void InitializeStateMachine() { cart_incr = new IncrementCartridge(); TimeDecreaseState s_timeDecr = new TimeDecreaseState(ref c_timerData, ref cart_incr); TimeIncreaseState s_timeIncr = new TimeIncreaseState(ref c_timerData, ref cart_incr); sm_timer = new StateMachine(StateRef.TIMER_INCR); sm_timer.AddState(s_timeIncr, StateRef.TIMER_INCR); sm_timer.AddState(s_timeDecr, StateRef.TIMER_DECR); }
private void InitializeStateMachine() { IncrementCartridge cart_increment = new IncrementCartridge(); UIIncrementState s_increment = new UIIncrementState(ref data_scoreDisplay, ref cart_increment); UIRestState s_rest = new UIRestState(); UIPausedState s_paused = new UIPausedState(); sm_scoring = new StateMachine(s_rest, StateRef.SCORE_STAY); sm_scoring.AddState(s_increment, StateRef.SCORE_INCREASING); sm_scoring.AddState(s_paused, StateRef.SCORE_PAUSED); }
/// <summary> /// Start this instance. Initializes all valid states for this object /// then adds them to the state machine /// </summary> void Awake() { SetDefaultPlayerData(); cart_incr = new IncrementCartridge(); InitializeStateMachines(); InitializeAudioController(); InitializeMessageClient(); InitializeCachedLists(); InitializeCollisionController(); EnginePull(); MessageServer.SendMessage(MessageID.PLAYER_POSITION_UPDATED, new Message(c_playerData.v_currentPosition, c_playerData.q_currentRotation)); // NOT the model rotation }
/// <summary> /// Initialize the menu's state machine and cartridges, by creating new cartridges, /// providing each state with access to the necessary cartridges and organizing the states into the machine /// </summary> private void InitializeStateMachine() { cart_incr = new IncrementCartridge(); cart_lerp = new LerpCartridge(); MenuDisabledState s_disabled = new MenuDisabledState(); MenuHideState s_hidden = new MenuHideState(ref c_activeMenuData, ref ControllerData, ref cart_lerp); MenuShowState s_shown = new MenuShowState(ref c_activeMenuData, ref ControllerData, ref cart_lerp); MenuReadyState s_ready = new MenuReadyState(ref c_activeMenuData); MenuWaitState s_wait = new MenuWaitState(ref ControllerData, ref c_activeMenuData, ref cart_incr); MenuTickState s_tick = new MenuTickState(ref c_activeMenuData); sm_menuInput = new StateMachine(s_disabled, StateRef.MENU_DISABLED); sm_menuInput.AddState(s_ready, StateRef.MENU_READY); sm_menuInput.AddState(s_wait, StateRef.MENU_WAIT); sm_menuInput.AddState(s_tick, StateRef.MENU_TICK); sm_pauseMenu = new StateMachine(s_hidden, StateRef.MENU_HIDDEN); sm_pauseMenu.AddState(s_shown, StateRef.MENU_SHOWN); }
public CrashedState(ref PlayerData playerData, ref IncrementCartridge timer) { this.c_playerData = playerData; this.cart_timer = timer; }
public SpinChargeState(ref TrickPhysicsData dataIn, ref PlayerInputData inputIn, ref IncrementCartridge incrIn) { this.c_trickPhys = dataIn; this.c_playerInput = inputIn; this.cart_incr = incrIn; }
public IntEditTickState(ref EditControllerData editIn, ref IncrementCartridge incr) { this.c_ctrlData = editIn; this.cart_incr = incr; }
public TrickingState(ref TrickData trickIn, ref ScoringData scoreIn, ref IncrementCartridge cartIn) { cart_incr = cartIn; c_trickData = trickIn; c_scoreData = scoreIn; }
public void InitializeCarts() { cart_incr = new IncrementCartridge(); }
public MenuWaitState(ref BasicMenuControllerData dataIn, ref ActiveMenuData activeDataIn, ref IncrementCartridge incr) { this.c_data = dataIn; this.c_activeData = activeDataIn; this.cart_incr = incr; }
public UIIncrementState(ref ScoreDisplayData dataIn, ref IncrementCartridge incrIn) { data_score = dataIn; cart_incr = incrIn; }
public TimeIncreaseState(ref TimerData tData, ref IncrementCartridge incr) { this.cart_incr = incr; this.c_timerData = tData; }