// Use this for initialization void Start() { m_showBuff = 1; m_viewStatus = GHOTS_VIEW_STATUS.INVISIBLE; m_pStateMachine = new CStateMachine <GhostMain>(this); m_animator = this.GetComponent <Animator>(); m_pStateMachine.SetCurrentState(CGhostState_Main.Instance()); m_pStateMachine.SetGlobalStateState(CGhostState_Wait.Instance()); m_nowDunmmyNum = m_maxDunmmyNum; dGhost = new GameObject[3]; GhostScore = new SGhostScore(); GhostScore.hitCandy = 0; GhostScore.knockOut = 0; int count = 1; foreach (Transform i in this.transform) { if (i.name == ("ghostkodomo_" + count.ToString())) { dGhost[count - 1] = i.gameObject; count++; } if (i.name == "GhostMeshParticle") { m_movepatincle = i.GetComponent <ParticleSystem>(); } } }
void UpdateServer() { switch (m_status) { case (int)GhostStateID.MAIN: m_ghostMain.m_pStateMachine.ChangeState(CGhostState_Main.Instance()); break; case (int)GhostStateID.ATK: m_ghostMain.m_pStateMachine.ChangeState(CGhostState_Atk.Instance()); break; case (int)GhostStateID.AVATAR: m_ghostMain.m_pStateMachine.ChangeState(CGhostState_Avatar.Instance()); break; case (int)GhostStateID.DASH: m_ghostMain.m_pStateMachine.ChangeState(CGhostState_Dash.Instance()); break; case (int)GhostStateID.MOVE: m_ghostMain.m_pStateMachine.ChangeState(CGhostState_Move.Instance()); break; case (int)GhostStateID.SLOW: m_ghostMain.m_pStateMachine.ChangeState(CGhostState_Slow.Instance()); break; case (int)GhostStateID.STAN: m_ghostMain.m_pStateMachine.ChangeState(CGhostState_Stan.Instance()); break; case (int)GhostStateID.WAIT: m_ghostMain.m_pStateMachine.ChangeState(CGhostState_Wait.Instance()); break; } }