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; } }
void Control() { m_human.CarryMove = 0; if (Input.GetAxisRaw("Horizontal") != 0 || Input.GetAxisRaw("Vertical") != 0) { if (Input.GetKey(KeyCode.LeftShift)) { move(2); } else { move(1); } m_human.CarryMove = 1; keyIn = 1; } if (Input.GetKeyUp(KeyCode.C) && m_human.CarryFlag == true) { m_human.PStateMachine.ChangeState(CHumanState_Main.Instance(), m_human.PStateMachine.CurrentState().IsEnd); keyIn = 1; } if (Input.GetKeyDown(KeyCode.C)) { if (m_human.ItemFlag == true) { m_human.PStateMachine.ChangeState(CHumanState_Set.Instance(), m_human.PStateMachine.CurrentState().IsEnd); } keyIn = 1; } if (Input.GetKeyDown(KeyCode.X)) { if (m_human.CandyFlag == true) { m_human.PStateMachine.ChangeState(CHumanState_Use.Instance(), m_human.PStateMachine.CurrentState().IsEnd); } keyIn = 1; } if (Input.GetKeyDown(KeyCode.Z)) { m_human.PStateMachine.ChangeState(CHumanState_Bikuri.Instance(), m_human.PStateMachine.CurrentState().IsEnd); keyIn = 1; } }