Example #1
0
    public override void GetHit(int damage)
    {
        base.GetHit(damage);
        UpdateHealthUI();

        currentState.Exit(this);
        currentState = new BossDamagedState();;
        currentState.Enter(this);
        UpdateStateUI(currentState.stateName);
    }
Example #2
0
 private void CheckStateSwap()
 {
     if (returnedState != null)
     {
         currentState.Exit(this);
         currentState = returnedState;
         currentState.Enter(this);
         UpdateStateUI(currentState.stateName);
     }
 }
Example #3
0
    public void changeState(BossState newState)
    {
        if (currentBossState != null)
        {
            // Exit from previous state
            StartCoroutine(currentBossState.Exit());
        }

        // Set current state to a new one
        currentBossState = newState;

        // Initialize new phase
        StartCoroutine(currentBossState.Enter());
    }
 //change the current state to the selected state
 public void ChangeState(eBossState _newState)
 {
     switch (_newState)
     {
         case eBossState.Spawn: m_CurrentState = m_StateSpawn; break;
         case eBossState.CreateMuzzle: m_CurrentState = m_StateCreateMuzzle; break;
         case eBossState.DeleteMuzzle: m_CurrentState = m_StateDeleteMuzzle; break;
         case eBossState.Attack: m_CurrentState = m_StateAttack; break;
         case eBossState.Retreat: m_CurrentState = m_StateRetreat; break;
         case eBossState.DeleteEntity: m_CurrentState = m_StateDeleteEntity; break;
         case eBossState.Move: m_CurrentState = m_StateMove; break;
     }
     m_CurrentState.Enter();
 }
Example #5
0
    private void Start()
    {
        health = 0;
        for (int i = 0; i < phaseController.phases.Length; i++)
        {
            health += phaseController.phases[i].phaseData.healthDuringPhase;
        }

        thisCollider = this.GetComponent <Collider2D>();
        currentState = new BossInvulnerableState();
        currentState.Enter(this);

        flashingFx = GetComponent <FlashingFX>();

        //UpdateHealthUI();
        UpdateStateUI(currentState.stateName);
    }
    public void ChangeState(eBossState _newState)  //change the current state to the selected state
    {
        switch (_newState)
        {
        case eBossState.Spawn: m_CurrentState = m_StateSpawn; break;

        case eBossState.CreateMuzzle: m_CurrentState = m_StateCreateMuzzle; break;

        case eBossState.DeleteMuzzle: m_CurrentState = m_StateDeleteMuzzle; break;

        case eBossState.Attack: m_CurrentState = m_StateAttack; break;

        case eBossState.Retreat: m_CurrentState = m_StateRetreat; break;

        case eBossState.DeleteEntity: m_CurrentState = m_StateDeleteEntity; break;

        case eBossState.Move: m_CurrentState = m_StateMove; break;
        }
        m_CurrentState.Enter();
    }
 public void Initialize(BossState startingState)
 {
     CurrentState = startingState;
     CurrentState.Enter();
 }
 public void ChangeState(BossState newState)
 {
     CurrentState.Exit();
     CurrentState = newState;
     CurrentState.Enter();
 }
 // Update is called once per frame
 void Update()      //update states
 {
     m_CurrentState.Enter();
 }