public override IActorState toNextState(EActorAction action) { IActorState result = null; if (action == EActorAction.HERO_ONAIR_DOWN) { result = new HeroActorState_OnAir_Down(actor); } else if (action == EActorAction.HERO_ONAIR_UP) { result = new HeroActorState_OnAir_Up(actor); } else if (action == EActorAction.HERO_SHIN) { result = new HeroActorState_Shin(actor); } else if (action == EActorAction.HERO_CATCHPOINT) { result = new HeroActorState_CatchPoint(actor); } else if (action == EActorAction.HERO_ATTACK) { result = new HeroActorState_Attack(actor); } return(result); }
public override IActorState toNextState(EActorAction action) { IActorState result = null; if(action == EActorAction.HERO_ONAIR_UP){ result = new HeroActorState_OnAir_Up(actor); }else if(action == EActorAction.HERO_ONAIR_DOWN){ result = new HeroActorState_OnAir_Down(actor); } return result; }
public override IActorState toNextState(EActorAction action) { IActorState result = null; if (action == EActorAction.HERO_ONAIR_UP) { result = new HeroActorState_OnAir_Up(actor); } else if (action == EActorAction.HERO_ONAIR_DOWN) { result = new HeroActorState_OnAir_Down(actor); } return(result); }
public override IActorState toNextState(EActorAction action) { IActorState result = null; if(action == EActorAction.HERO_ONAIR_DOWN){ result = new HeroActorState_OnAir_Down(actor); } else if(action == EActorAction.HERO_ONAIR_UP){ result = new HeroActorState_OnAir_Up(actor); }else if(action == EActorAction.HERO_SHIN){ result = new HeroActorState_Shin(actor); }else if(action == EActorAction.HERO_CATCHPOINT){ result = new HeroActorState_CatchPoint(actor); }else if(action == EActorAction.HERO_ATTACK){ result = new HeroActorState_Attack(actor); } return result; }