Exemple #1
0
    public override void Enter()
    {
        if (!hasEntered)
        {
            nextState  = new SatelliteStateStartCooldown(m_SatelliteFSM);
            hasEntered = true;
        }

        Execute();
    }
    public override void Enter()
    {
        if(!hasEntered)
        {
            nextState = new SatelliteStateStartCooldown(m_SatelliteFSM);
            hasEntered = true;
        }

        Execute();
    }
    public override void Enter()
    {
        if (!hasEntered)
        {
            laserDurationTimer = laserDuration;
            nextState          = new SatelliteStateStartCooldown(m_SatelliteFSM);
            iLaser             = MonoBehaviour.Instantiate(laser, m_SatelliteFSM.transform.position, Quaternion.identity) as GameObject;
            hasEntered         = true;
        }

        Execute();
    }
    public override void Enter()
    {
        if(!hasEntered)
        {
            laserDurationTimer = laserDuration;
            nextState = new SatelliteStateStartCooldown(m_SatelliteFSM);
            iLaser = MonoBehaviour.Instantiate(laser, m_SatelliteFSM.transform.position, Quaternion.identity) as GameObject;
            hasEntered = true;
        }

        Execute();
    }
    public override void Enter()
    {
        if (!hasEntered)
        {
            nextState            = new SatelliteStateFire(m_SatelliteFSM);
            myTransformXPos      = m_SatelliteFSM.transform.position.x;
            warningDurationTimer = warningDuration;
            //Create warning sign
            iWarningSign = MonoBehaviour.Instantiate(warningSign, new Vector3(myTransformXPos, warningYPos, 0), Quaternion.identity) as GameObject;
        }

        Execute();
    }
    public override void Enter()
    {
        if (!hasEntered)
        {
            nextState = new SatelliteStateFire(m_SatelliteFSM);
            myTransformXPos = m_SatelliteFSM.transform.position.x;
            warningDurationTimer = warningDuration;
            //Create warning sign
            iWarningSign = MonoBehaviour.Instantiate(warningSign, new Vector3(myTransformXPos, warningYPos, 0), Quaternion.identity) as GameObject;
        }

        Execute();
    }
    public override void Enter()
    {
        if(!hasEntered)
        {
            myTransform = m_SatelliteFSM.transform;
            player = GameObject.Find("Player").transform;
            nextState = new SatelliteStateWarning(m_SatelliteFSM);
            cooldownTimer = cooldown;

            hasEntered = true;
        }

        Execute();
    }
    public override void Enter()
    {
        if (!hasEntered)
        {
            myTransform   = m_SatelliteFSM.transform;
            player        = GameObject.Find("Player").transform;
            nextState     = new SatelliteStateWarning(m_SatelliteFSM);
            cooldownTimer = cooldown;

            hasEntered = true;
        }

        Execute();
    }
 void Start()
 {
     currentState = new SatelliteStateSpawn(this);
 }
 public void ChangeState(SatelliteState state)
 {
     currentState = state;
 }
Exemple #11
0
 void Start()
 {
     currentState = new SatelliteStateSpawn(this);
 }
Exemple #12
0
 public void ChangeState(SatelliteState state)
 {
     currentState = state;
 }