Example #1
0
 public State_DeadNature(GameInfo info) : base(info)
 {
     NextState            = null;
     Name                 = STATE.FINAL;
     SecondsToStateChange = GlobalSettingsManager.GetStateTime(this.Name);
     SecondsToSpawnTrash  = 0.5f;
 }
Example #2
0
 public State_StartDecay(GameInfo info) : base(info)
 {
     NextState                = new State_MainDecay(info);
     Name                     = STATE.DECAY_START;
     SecondsToStateChange     = GlobalSettingsManager.GetStateTime(this.Name);
     this.SecondsToSpawnTrash = 2f;
 }
Example #3
0
 public State_MainDecay(GameInfo info) : base(info)
 {
     NextState                = new State_TrashRising(info);
     Name                     = STATE.DECAY_MAIN;
     SecondsToStateChange     = GlobalSettingsManager.GetStateTime(this.Name);
     this.SecondsToSpawnTrash = 1.5f;
 }
 public State_TrashRising(GameInfo info) : base(info)
 {
     NextState                = new State_DeadNature(info);
     Name                     = STATE.TRASH_RISING;
     SecondsToStateChange     = GlobalSettingsManager.GetStateTime(this.Name);
     this.SecondsToSpawnTrash = 0.5f;
 }
Example #5
0
 public State_Alive(GameInfo info) : base(info)
 {
     NextState            = new State_StartDecay(info);
     Name                 = STATE.NATURE;
     SecondsToStateChange = GlobalSettingsManager.GetStateTime(this.Name);
     spawnTimings         = new float[] { 8f, 5f };
     TimingPointer        = 0;
     SecondsToSpawnTrash  = spawnTimings[TimingPointer];
 }
Example #6
0
 private void jumpTimer()
 {
     Debug.Log(Timer + "|-|" + GlobalSettingsManager.GetStateTime(currentState) + "|-|" + fsm.CurrentState.RemainingTimeInState + "==>" + (Timer - (GlobalSettingsManager.GetStateTime(currentState) - fsm.CurrentState.RemainingTimeInState)));
     Debug.Log(fsm.CurrentState.StartTime + "|||" + fsm.CurrentState.SecondsToStateChange);
     Timer = Timer - (GlobalSettingsManager.GetStateTime(currentState) - fsm.CurrentState.RemainingTimeInState);
 }