public static CHumanState_Move_Motion Instance() { if (instance == null) { instance = new CHumanState_Move_Motion(); } return(instance); }
void SetState() { switch (m_synclocalHumanState) { case (int)StateID.BIKURI: m_human.PStateMachine.ChangeState(CHumanState_Bikuri.Instance()); break; case (int)StateID.CARRY: m_human.PStateMachine.ChangeState(CHumanState_Carry_Motion.Instance()); break; case (int)StateID.DASH: m_human.PStateMachine.ChangeState(CHumanState_Dash_Motion.Instance()); break; case (int)StateID.DEAD: m_human.PStateMachine.ChangeState(CHumanState_Dead.Instance()); break; case (int)StateID.GET: m_human.PStateMachine.ChangeState(CHumanState_Get.Instance()); break; case (int)StateID.ITEM: m_human.PStateMachine.ChangeState(CHumanState_Item.Instance()); break; case (int)StateID.MAIN: m_human.PStateMachine.ChangeState(CHumanState_Main.Instance()); break; case (int)StateID.MOVE: m_human.PStateMachine.ChangeState(CHumanState_Move_Motion.Instance()); break; case (int)StateID.SET: m_human.PStateMachine.ChangeState(CHumanState_Set.Instance()); break; case (int)StateID.USE: m_human.PStateMachine.ChangeState(CHumanState_Use.Instance()); break; } switch (m_syncGlobalHumanState) { case (int)StateID.PANIK: m_human.PStateMachine.SetGlobalStateState(CHumanState_Perception.Instance()); break; case (int)StateID.WAIT: m_human.PStateMachine.SetGlobalStateState(CHumanState_Wait.Instance()); break; } }