/// Subscribes to the state machine property and executes a method for each state.
 public virtual void FireStateMachineChanged(Invert.StateMachine.State value)
 {
     if (value is Stop)
     {
         this.OnStop();
     }
     if (value is Fire)
     {
         this.OnFire();
     }
 }
 /// Subscribes to the state machine property and executes a method for each state.
 public virtual void MovementStateMachineChanged(Invert.StateMachine.State value)
 {
     if (value is Idle)
     {
         this.OnIdle();
     }
     if (value is Move)
     {
         this.OnMove();
     }
 }
Ejemplo n.º 3
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 /// Subscribes to the state machine property and executes a method for each state.
 public virtual void WavesStateChanged(Invert.StateMachine.State value)
 {
     if (value is Wave)
     {
         this.OnWave();
     }
     if (value is GameOver)
     {
         this.OnGameOver();
     }
     if (value is WaitForNextWave)
     {
         this.OnWaitForNextWave();
     }
 }
Ejemplo n.º 4
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 /// Subscribes to the state machine property and executes a method for each state.
 public override void MovementStateMachineChanged(Invert.StateMachine.State value)
 {
     base.MovementStateMachineChanged(value);
 }
Ejemplo n.º 5
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 /// Subscribes to the state machine property and executes a method for each state.
 public override void FireStateMachineChanged(Invert.StateMachine.State value)
 {
     base.FireStateMachineChanged(value);
 }
Ejemplo n.º 6
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 /// Subscribes to the state machine property and executes a method for each state.
 public override void WavesStateChanged(Invert.StateMachine.State value)
 {
     base.WavesStateChanged(value);
 }
Ejemplo n.º 7
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 /// Subscribes to the property and is notified anytime the value changes.
 public virtual void StateChanged(Invert.StateMachine.State value)
 {
 }