public void TransitionToIdle()
    {
        if (SelectedProgrammer != null)
        {
            var state = PlayingAnimator.GetBehaviour <IdleState>();
            state.ReserveSetSelectedObject(SelectedProgrammer.gameObject);
        }

        PlayingAnimator.SetStateBool(StateParameter.Pause, false);
    }
    public void TransitionToPauseState()
    {
        var state = PlayingAnimator.GetBehaviour <PauseState>();

        if (SelectedObject != null)
        {
            state.SelectedProgrammer = SelectedObject.GetComponent <Programmer>();
        }

        PlayingAnimator.SetStateBool(StateParameter.Pause, true);
    }
 public void TransitionToIdle()
 {
     PlayingAnimator.SetStateTrigger(StateParameter.Idle);
     isBlockMoving = true;
 }
 public void TransitionToVacationState()
 {
     PlayingAnimator.SetStateTrigger(StateParameter.StartVacation);
 }
 public void TransitionToVictoryState()
 {
     PlayingAnimator.SetStateBool(StateParameter.Victory, true);
 }
 public void TransitionToMoveState()
 {
     PlayingAnimator.SetStateTrigger(StateParameter.SelectMove);
 }
 public void TransitionToFailureState()
 {
     PlayingAnimator.SetStateBool(StateParameter.Failure, true);
 }
 public void TransitionToIdle()
 {
     PlayingAnimator.SetStateTrigger(StateParameter.Idle);
 }
Exemple #9
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 public void TransitionToSettingState()
 {
     PlayingAnimator.SetStateBool(StateParameter.Setting, true);
 }
Exemple #10
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 public void TransitionToPauseState()
 {
     PlayingAnimator.SetStateBool(StateParameter.Pause, true);
 }
Exemple #11
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 public void TransitionToIdle()
 {
     PlayingAnimator.SetStateBool(StateParameter.Setting, false);
 }