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) { 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; }