public SpikesVertAttackState(AttackStateMachine attackStateMachine)
    {
        state             = attackStateMachine;
        firstUpdate       = true;
        initSpikes        = false;
        firstJumpSF       = true;
        firstSpikesUpdate = true;
        changeStates      = false;

        switchCounter      = MAXTIMETOSWITCH;
        spikesBeginCounter = MAXTIMEBEFORESPIKES;
    }
Exemple #2
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    public JumpAttackState(AttackStateMachine attackStateMachine)
    {
        state               = attackStateMachine;
        jumpTimeCounter     = JUMPTIME;
        startAttackingTimer = STARTATTACKTIME;
        startAttacking      = false;
        changeStates        = false;
        firstJumpSF         = true;

        jumpCounter = 0;
        timer       = 0;

        prevState = "Hor";
    }
Exemple #3
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 protected BoomerangAttackState(AttackStateMachine ASM, Boomerang boomerang) : base(ASM)
 {
     _boomerang = boomerang;
 }
 public ChargingState(AttackStateMachine ASM, MeleeChargeAttack chargeAttack) : base(ASM, chargeAttack)
 {
 }
 protected OrbitClearAttackState(AttackStateMachine ASM, OrbitClearAttack orbitClearAttack) : base(ASM)
 {
     _orbitClearAttack = orbitClearAttack;
 }
Exemple #6
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 public WaitingInput(AttackStateMachine ASM, Attack attack) : base(ASM)
 {
     _attack = attack;
 }
 protected SummonAttackState(AttackStateMachine ASM, SummonAttack summonAttack) : base(ASM)
 {
     _summonAttack = summonAttack;
 }
Exemple #8
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 public BallThrownState(AttackStateMachine ASM, BallChargeAttack ballCharge) : base(ASM, ballCharge)
 {
 }
Exemple #9
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 public PushAttackState(AttackStateMachine ASM, PushAttack pushAttack) : base(ASM)
 {
     _pushAttack = pushAttack;
 }
Exemple #10
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 public ChagnedDirectionState(AttackStateMachine ASM, DirectionChangeAttack directionChange) : base(ASM, directionChange)
 {
 }
Exemple #11
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 public AttackOnAirState(AttackStateMachine ASM, DirectionChangeAttack directionChange) : base(ASM, directionChange)
 {
 }
Exemple #12
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 protected DirectionChangeAttackState(AttackStateMachine ASM, DirectionChangeAttack directionChange) : base(ASM)
 {
     _directionChange = directionChange;
 }
Exemple #13
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 public OrbitAttackThrownState(AttackStateMachine ASM, OrbitAttack orbitAttack) : base(ASM, orbitAttack)
 {
 }
Exemple #14
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 public OribtAttackSpawnedState(AttackStateMachine ASM, OrbitAttack orbitAttack) : base(ASM, orbitAttack)
 {
 }
Exemple #15
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 public BoomerangThrown(AttackStateMachine ASM, Boomerang boomerang) : base(ASM, boomerang)
 {
 }
 protected ShieldState(AttackStateMachine ASM, Shield shield) : base(ASM)
 {
     _shield = shield;
 }
Exemple #17
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 public ChargingState(AttackStateMachine ASM, BallChargeAttack ballCharge) : base(ASM, ballCharge)
 {
 }
Exemple #18
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 public WaitingInputForPush(AttackStateMachine ASM, Attack attack) : base(ASM, attack)
 {
 }
Exemple #19
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 public BallChargeState(AttackStateMachine ASM, BallChargeAttack ballCharge) : base(ASM)
 {
     _ballCharge = ballCharge;
 }
Exemple #20
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 public PushingBigState(AttackStateMachine ASM, PushAttack pushAttack) : base(ASM, pushAttack)
 {
 }
 public SummonedState(AttackStateMachine ASM, SummonAttack summonAttack) : base(ASM, summonAttack)
 {
 }
 public InactiveBaseAttackState(AttackStateMachine ASM) : base(ASM)
 {
 }
Exemple #23
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 protected AttackState(AttackStateMachine ASM)
 {
     _ASM = ASM;
 }
 public InactiveEnabledAttackState(AttackStateMachine ASM, Attack attack) : base(ASM)
 {
     _attack = attack;
 }
 public OrbitClearingAttackState(AttackStateMachine ASM, OrbitClearAttack orbitClearAttack) : base(ASM, orbitClearAttack)
 {
 }
 public InactiveEnabledDisableAttackState(AttackStateMachine ASM, Attack attack) : base(ASM, attack)
 {
 }
 protected ChargeAttackState(AttackStateMachine ASM, MeleeChargeAttack chargeAttack) : base(ASM)
 {
     _chargeAttack = chargeAttack;
 }
 public ShieldActiveState(AttackStateMachine ASM, Shield shield) : base(ASM, shield)
 {
 }
 public ShieldBreakState(AttackStateMachine ASM, Shield shield) : base(ASM, shield)
 {
 }
Exemple #30
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 public SprayingState(AttackStateMachine ASM, SprayAttack sprayAttack) : base(ASM, sprayAttack)
 {
 }