Exemple #1
0
 /// <summary>
 /// Applies the effects of the block to a sprite
 /// </summary>
 /// <param name="sprite">Sprite to apply the effects to</param>
 public override void applyEffects(Sprite sprite)
 {
     base.applyEffects(sprite);
     if (state is ActiveState)
     {
         state = new InactiveState(this);
     }
 }
Exemple #2
0
    void Start()
    {
        var inactive = new InactiveState <Feed>(redLight);

        active = new ActiveState <Feed>(this, redLight);
        var explode = new ExplodeState <Feed>(explosionParticleSys, this);

        inactive.AddTransition(Feed.EnemigoEntraEnLOS, active);

        active.AddTransition(Feed.EnemigoSaleDeLOS, inactive);
        active.AddTransition(Feed.BOOOOM, explode);

        stateMachine = new FSM <Feed>(inactive);

        los = GetComponent <LOS>();
    }
        public GreenScreenRoomInputStateMachine()
        {
            mGreenScreenRoomDefaultMovementState = new GreenScreenRoomDefaultMovementState();
            mGreenScreenRoomNoMovementState      = new GreenScreenRoomNoMovementState();
            mInactiveState = new InactiveState();

            mGreenScreenRoomDefaultMovementState.AddTransition(mGreenScreenRoomNoMovementState);
            mGreenScreenRoomDefaultMovementState.AddTransition(mInactiveState);

            mGreenScreenRoomNoMovementState.AddTransition(mGreenScreenRoomDefaultMovementState);
            mGreenScreenRoomNoMovementState.AddTransition(mInactiveState);

            mInactiveState.AddTransition(mGreenScreenRoomDefaultMovementState);
            mInactiveState.AddTransition(mGreenScreenRoomNoMovementState);

            this.EnterInitialState(mInactiveState);
        }
Exemple #4
0
 /// <summary>
 /// Sets the state to inactive
 /// </summary>
 public void Deactivate()
 {
     state = new InactiveState(this);
 }
Exemple #5
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 public override void Enter()
 {
     type = State_Type.ATTACKING;
     next = new InactiveState(owner);
 }
Exemple #6
0
 public override void Enter()
 {
     type = State_Type.INACTIVE;
     next = new InactiveState(owner);
 }