void GameStateChangeCallback(GameDirector.States pState) { if (pState == GameDirector.States.enState_PacmanInvincible) { mReverseDirection = false; mFSM.SetTrigger(mController.mFright); } else if (pState == GameDirector.States.enState_GameOver) { mFSM.SetTrigger(mController.mToHouse); } }
void OnStateChange(GameDirector.States pState) { if (pState == GameDirector.States.enState_Normal) { if (mController.mIsChasing) { mFSM.SetTrigger(mController.mChase); } else { mFSM.SetTrigger(mController.mScatter); } } }
public void GameStateChanged(GameDirector.States _state) { switch (_state) { case GameDirector.States.enState_Normal: _animator.SetBool(mIsGhost, false); break; case GameDirector.States.enState_PacmanInvincible: _animator.SetBool(mIsGhost, true); break; case GameDirector.States.enState_GameOver: break; } }