protected void SetState(PlayerStateEnumConst.State state) { if (hasChangedState) { return; } hasChangedState = true; playerRef.stateMachine.SetState(state); }
void InitialiseStateDictionary() { PlayerState[] playerStates = stateTransform.GetComponents <PlayerState>(); foreach (PlayerState state in playerStates) { PlayerStateEnumConst.State value = (PlayerStateEnumConst.State)System.Enum.Parse(typeof(PlayerStateEnumConst.State), state.GetType().Name); print(value); InitialiseState(value, state); } }
public void SetState(PlayerStateEnumConst.State state) { if (currentState != null) { currentState.EndState(); lastStateEnum = currentStateEnum; lastState = currentState; } currentState = stateDictionary[state]; currentState.StartState(); currentStateEnum = state; }
public PlayerState GetState(PlayerStateEnumConst.State state) { return(stateDictionary[state]); }
public bool IsStateOnCooldown(PlayerStateEnumConst.State state) { return(stateDictionary[state].IsOnCooldown); }
void InitialiseState(PlayerStateEnumConst.State stateEnum, PlayerState state) { state.Initialize(playerRef, playerData); stateDictionary.Add(stateEnum, state); }
protected bool IsStateOnCooldown(PlayerStateEnumConst.State state) { return(playerRef.stateMachine.IsStateOnCooldown(state)); }
public bool IsStateAvailable(PlayerStateEnumConst.State state) { return(playerRef.stateMachine.GetState(state).IsAvailable()); }