/// <summary>
 /// Processes this node, deriving whatever information it can.
 /// </summary>
 public override void Process()
 {
     GameEntityState tempState = new GameEntityState {Id = Id};
     _game.ActorStates.Add(Id, tempState);
     foreach (LogNode curLogNode in Children) {
         if (curLogNode.GetType() == typeof(TagNode)) {
             ((TagNode)curLogNode).Process(Id);
         } else {
             throw new NotSupportedException();
         }
     }
 }
Example #2
0
 private void OnEnable()
 {
     _state = GameEntityState.Move;
 }
Example #3
0
    protected void Update()
    {
        GameEntityState _checkingState = GetCurrentState();
        if (_checkingState != GameEntityState.Collision)
            _state = _checkingState;

        switch (_checkingState)
        {
            case GameEntityState.Wait:
                OnWait();
                break;

            case GameEntityState.Move:
                OnMove();
                break;
            case GameEntityState.Attack:
                OnAttack();
                break;
            case GameEntityState.Prepare:
                OnPrepare();
                break;

            case GameEntityState.Blink:
                //InvokeRepeating();
                break;

            case GameEntityState.Death:
                OnDeath();
                break;
        }

        if (_isBlink)
            Blink();
    }