public override IActorState toNextState(EActorAction action) { IActorState result = null; if (action == EActorAction.HERO_IDLE) { result = new HeroActorState_Idle(actor); } else if (action == EActorAction.HERO_ONAIR_UP) { result = new HeroActorState_OnAir_Up(actor); } else if (action == EActorAction.HERO_SHIN) { result = new HeroActorState_Shin(actor); } else if (action == EActorAction.HERO_CATCHPOINT) { result = new HeroActorState_CatchPoint(actor); } else if (action == EActorAction.HERO_ATTACK) { result = new HeroActorState_Attack(actor); } return(result); }
public override IActorState toNextState(EActorAction action) { IActorState result = null; if(action == EActorAction.HERO_IDLE){ result = new HeroActorState_Idle(actor); } return result; }
void Start() { isEnermy = false; actor_type = EActorType.Hero; cc = GetComponent <CharacterController>(); ani_sprite = GetComponent <tk2dAnimatedSprite>(); state = new HeroActorState_Idle(this); gameView = GameObject.Find("CPU").GetComponent <GameView>(); }
public override IActorState toNextState(EActorAction action) { IActorState result = null; if (action == EActorAction.HERO_IDLE) { result = new HeroActorState_Idle(actor); } return(result); }
public override IActorState toNextState(EFSMAction action) { IActorState result = null; if(action == EFSMAction.HERO_IDLE){ result = new HeroActorState_Idle(actor); }else if(action == EFSMAction.HERO_DIE){ result = new HeroActorState_Dead(actor); }else if(action == EFSMAction.HERO_RUN){ result = new HeroActorState_Run(actor); } return result; }
public override IActorState toNextState(EActorAction action) { IActorState result = null; if (action == EActorAction.HERO_IDLE) { result = new HeroActorState_Idle(actor); } else if (action == EActorAction.HERO_ONAIR_UP) { result = new HeroActorState_OnAir_Up(actor); } else if (action == EActorAction.HERO_ONAIR_DOWN) { result = new HeroActorState_OnAir_Down(actor); } else if (action == EActorAction.HERO_ATTACK) { result = new HeroActorState_Attack(actor); } return(result); }
void Start() { isEnermy = false; actor_type = EActorType.Hero; cc = GetComponent<CharacterController>(); state = new HeroActorState_Idle(this); gameView = GameObject.Find("CPU").GetComponent<GameView>(); }
public override IActorState toNextState(EFSMAction action) { IActorState result = null; if(action == EFSMAction.HERO_IDLE){ result = new HeroActorState_Idle(actor); }else if(action == EFSMAction.HERO_ONAIR_UP){ result = new HeroActorState_OnAir_Up(actor); }else if(action == EFSMAction.HERO_ONAIR_DOWN){ result = new HeroActorState_OnAir_Down(actor); } return result; }
public override IActorState toNextState(EActorAction action) { IActorState result = null; if(action == EActorAction.HERO_IDLE){ result = new HeroActorState_Idle(actor); } else if(action == EActorAction.HERO_ONAIR_UP){ result = new HeroActorState_OnAir_Up(actor); }else if(action == EActorAction.HERO_SHIN){ result = new HeroActorState_Shin(actor); }else if(action == EActorAction.HERO_CATCHPOINT){ result = new HeroActorState_CatchPoint(actor); }else if(action == EActorAction.HERO_ATTACK){ result = new HeroActorState_Attack(actor); } return result; }
//============================================================================================================ void Start() { isEnermy = false; actor_type = EActorType.Hero; cc = GetComponent<CharacterController>(); state = new HeroActorState_Idle(this); gameView = GameObject.Find("CPU").GetComponent<GameView>(); anim = Tools.GetComponentInChildByPath<Animation>(gameObject,"model"); }
// buff start // buff end void Start() { base.Start(); isHero = true; cc = GetComponent<CharacterController>(); actor_type = EActorType.Hero; state = new HeroActorState_Idle(this); tf = transform; }
public override IActorState toNextState(EFSMAction action) { IActorState result = null; if(action == EFSMAction.HERO_IDLE){ result = new HeroActorState_Idle(actor); }else if(action == EFSMAction.HERO_ATTACK){ result = new HeroActorState_Attack(actor); } return result; }