Exemple #1
0
 public override void stateTransitions()
 {
     base.stateTransitions();
     //These classes will be phased out as time goes on. Until then, we need to just exit early if we're in the builder since these don't actually use Subactions
     if (isInBuilder)
     {
         return;
     }
     StateTransitions.CrouchState(actor.GetAbstractFighter());
     StateTransitions.CheckGround(actor.GetAbstractFighter());
     //TODO platform phase
     if (current_frame >= last_frame)
     {
         actor.BroadcastMessage("DoAction", "NeutralAction");
     }
 }
Exemple #2
0
    public override void stateTransitions()
    {
        base.stateTransitions();
        //These classes will be phased out as time goes on. Until then, we need to just exit early if we're in the builder since these don't actually use Subactions
        if (isInBuilder)
        {
            return;
        }
        StateTransitions.CrouchState(actor.GetAbstractFighter());
        StateTransitions.CheckGround(actor.GetAbstractFighter());
        //Platform Phase? See if it's better as it's own thing or better off here.

        /* Python code:
         * if self.frame > 0 and _actor.keyBuffered('down', _state = 1):
         *  blocks = _actor.checkGround()
         *  if blocks:
         #Turn it into a list of true/false if the block is solid
         *      blocks = map(lambda x:x.solid,blocks)
         #If none of the ground is solid
         *      if not any(blocks):
         *          _actor.doAction('PlatformDrop')
         */
    }