Ejemplo n.º 1
0
 public void ClearTile()
 {
     expectedState = GameTileState.Empty;
     currentState  = GameTileState.Empty;
     if (OnCurrentStateChange != null)
     {
         OnCurrentStateChange.Invoke(currentState);
     }
 }
Ejemplo n.º 2
0
    public override void Boot()
    {
        OnMachineBoot();

        currentStateName = startingState;

        CurrentState.OnStateEnter(null);

        OnCurrentStateChange.Invoke(states[currentStateName], null);
    }
Ejemplo n.º 3
0
    public override void ShutDown()
    {
        string previousStateName = currentStateName;

        CurrentState.OnStateQuit(null);

        currentStateName = "";

        OnMachineShutDown();

        OnCurrentStateChange.Invoke(null, states[previousStateName]);
    }
Ejemplo n.º 4
0
    public override void Boot()
    {
        OnMachineBoot();

        foreach (KeyValuePair <string, PlayerState> kv in states)
        {
            kv.Value.OnMachineBoot();
        }


        currentStateName = startingState;

        CurrentState.OnStateEnter(null);

        OnCurrentStateChange.Invoke(states[currentStateName], null);
    }
Ejemplo n.º 5
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    public bool ChangeState(GameTileState newState)
    {
        bool changed = false;

        if (currentState.CanChangeState() && currentState != newState)
        {
            currentState = newState;
            changed      = true;
            if (OnCurrentStateChange != null)
            {
                OnCurrentStateChange.Invoke(currentState);
            }
        }

        return(changed);
    }
Ejemplo n.º 6
0
    public override void ShutDown()
    {
        string previousStateName = currentStateName;


        CurrentState.OnStateQuit(null);

        currentStateName = "";

        OnCurrentStateChange.Invoke(null, states[previousStateName]);


        foreach (KeyValuePair <string, PlayerState> kv in states)
        {
            kv.Value.OnMachineShutDown();
        }

        OnMachineShutDown();
    }