private void BabyLogTaskUpdate(FSMStateData <BehaviourState> data) { foreach (var babyLog in _babyLogs) { babyLog.Update(data.GameTime); } }
private void TargetingScreenCenterTaskUpdate(FSMStateData <BehaviourState> data) { if (!Boss.TargetingPosition && Boss.Position().EqualsWithTolerence(Boss.Game.ViewportAdapter.Center.ToVector2())) { _stateMachine.CurrentState = BehaviourState.HelicopterPattern; } }
private void TargetingInitialPositionTaskUpdate(FSMStateData <BehaviourState> data) { if (!Boss.TargetingPosition) { _stateMachine.CurrentState = BehaviourState.BabyLogs; } }
private void TargetingInitialPositionTaskUpdate(FSMStateData <BehaviourState> data) { if (!Boss.TargetingPosition) { Boss.CurrentAnimator.Play("RemoveHat"); _stateMachine.CurrentState = BehaviourState.RemovingHat; } }
private void TargetingInitialPositionTaskUpdate(FSMStateData <BehaviourState> data) { if (!Boss.TargetingPosition) { Boss.CurrentAnimator.Play("StartInvokeSnowball"); _stateMachine.CurrentState = BehaviourState.StartInvokingSnowball; } }
private void CarrotShotTaskUpdate(FSMStateData <BehaviourState> data) { if (_carrot != null) { return; } var bossBullets = Boss.Game.GameManager.GetBossBullets(); if (_carrot == null && bossBullets.Count >= 1 && !bossBullets[0].TopBullet) { _carrot = bossBullets[0]; } }
private void HatAttackTaskUpdate(FSMStateData <BehaviourState> data) { }
private void HelicopterPatternTaskUpdate(FSMStateData <BehaviourState> data) { // Shoot bullet? }
private void HollyAttackTaskUpdate(FSMStateData <BehaviourState> data) { _holly?.Update(data.GameTime); }
private void BigArmsAttackTaskUpdate(FSMStateData <BehaviourState> data) { _leftArm?.Update(data.GameTime); _rightArm?.Update(data.GameTime); }