public override void Act(FighterInputStateController controller) { controller.SubmitFighterInput( controller.input.fighter, controller.input.action, controller.input.targets ); }
public override void Act(FighterInputStateController controller) { if (controller.FighterReadyQueue.Count > 0) { var fighter = controller.FighterReadyQueue.Dequeue(); controller.SetActiveFighter(fighter); } }
private void CheckTransitions(FighterInputStateController controller) { transitions.ForEach(transition => { if (transition.decision.Decide(controller)) { controller.TransitionToState(transition.trueState); } }); }
private void DoActions(FighterInputStateController controller) { actions.ForEach(action => action.Act(controller)); }
public void UpdateState(FighterInputStateController controller) { DoActions(controller); CheckTransitions(controller); }
public override void Act(FighterInputStateController controller) { controller.input.ResetInput(); }
public override bool Decide(FighterInputStateController controller) { return(Input.GetKeyDown(cancelKey)); }
public override bool Decide(FighterInputStateController controller) { return(controller.input.IsReset()); }
public abstract bool Decide(FighterInputStateController controller);
public override bool Decide(FighterInputStateController controller) { return(controller.input.targets.Count > 0); }
public abstract void Act(FighterInputStateController controller);
public override bool Decide(FighterInputStateController controller) { return(controller.input.action != null); }
public override void Act(FighterInputStateController controller) { controller.FighterReadyQueue.Enqueue(controller.input.fighter); }