public override void save(GameObject actor, EmptyActorState previousState) { base.save(actor, previousState); movementMode = previousState != null ? (previousState as PlayerActorState).movementMode : ControlInput.Stop; coins = previousState != null ? (previousState as PlayerActorState).coins : 0; dead = !actor.activeSelf; }
public override void restore(GameObject actor, EmptyActorState previousState) { base.restore(actor, previousState); movementMode = previousState != null ? (previousState as PlayerActorState).movementMode : ControlInput.Stop; coins = previousState != null ? (previousState as PlayerActorState).coins : 0; actor.SetActive(!dead); }
public override void Proceed(EmptyActorState state, ControlInput?input, PlayerActorState playerState1) { base.Proceed(state, input, playerState1); PlayerActorState playerState = state as PlayerActorState; if (input != null) { if (input == ControlInput.Jump) { movementController.Jump(); } else { playerState.movementMode = input.Value; } } movementController.Move(playerState.movementMode == ControlInput.Forward ? 1 : (playerState.movementMode == ControlInput.Backward ? -1 : 0), 0); }
public override void restore(GameObject actor, EmptyActorState previousState) { actor.transform.rotation = rotation; actor.SetActive(visible); }
public override void Proceed(EmptyActorState state, ControlInput?input, PlayerActorState playerState) { base.Proceed(state, input, playerState); transform.Rotate(0, 10f, 0); }
public override void save(GameObject actor, EmptyActorState previousState) { rotation = actor.transform.rotation; visible = actor.activeSelf; }
public override void Proceed(EmptyActorState state, ControlInput?input, PlayerActorState playerState) { base.Proceed(state, input, playerState); movementController.Move(forward ? 1 : -1, 0); }
public virtual void restore(GameObject actor, EmptyActorState previousState) { }
public virtual void Proceed(EmptyActorState state, ControlInput?input, PlayerActorState playerState) { lastPlayerState = playerState; }
public override void restore(GameObject actor, EmptyActorState previousState) { actor.transform.position = position; actor.GetComponent <Rigidbody>().velocity = velocity; }