public override bool CheckChangeState_Prot(StateMachine machine, StateArgsBase args) { SkillArgs skillArgs = args as SkillArgs; //todo: 眩晕状态等等状态下禁止释放技能 return(true); }
public override bool CheckChangeState_Prot(StateMachine machine, StateArgsBase args) { if (machine.GetCurState() == EntityState.Skill) { return(false); } else { return(true); } }
public bool ChechChangeState(StateMachine machine, StateArgsBase args) { if (this._forbidCount == 0) { return(CheckChangeState_Prot(machine, args)); } else { return(false); } }
public bool TryChangeState(EntityState state, StateArgsBase args) { if (state == GetCurState()) { return(curState.SameStateEnter(this, args)); } StateBase targetState = allStates[state]; if (targetState.ChechChangeState(this, args)) { if (curState != null) { curState.Exit(this); } curState = targetState; targetState.Enter(this, args); return(true); } else { return(false); } }
public override void Enter(StateMachine machine, StateArgsBase args) { _flagTime = 0; _hasTriggerBullet = false; }
public override void Enter(StateMachine machine, StateArgsBase args) { }
public override void Enter(StateMachine machine, StateArgsBase args) { _isAvaliable = true; _args = (args as MoveStateArgs); }
public override bool SameStateEnter(StateMachine machine, StateArgsBase args) { Enter(machine, args); return(true); }
public abstract void Enter(StateMachine machine, StateArgsBase args);
public virtual bool CheckChangeState_Prot(StateMachine machine, StateArgsBase args) { return(true); }
public virtual bool SameStateEnter(StateMachine machine, StateArgsBase args) { return(false); }