void Start() { //setup Controllstates _CrowIDLE = new CrowIDLE(); _CrowFLY = new CrowFLY(); _CrowDIE = new CrowDIE(); state = _CrowIDLE; Initialize(); }
void Start() { //setup Controllstates _ZombieIDLEDEATH = new ZombieIDLEDEATH(); _ZombieSPAWN = new ZombieSPAWN(); _ZombieIDLE = new ZombieIDLE(); _ZombieRUN = new ZombieRUN(); _ZombieSLIDE = new ZombieSLIDE(); _ZombieJUMP = new ZombieJUMP(); _ZombieFALL = new ZombieFALL(); _ZombieWAIT = new ZombieWAIT(); _ZombieDIE = new ZombieDIE(); _ZombieATTACK = new ZombieATTACK(); _ZombieATTACKB = new ZombieATTACKB(); _ZombieATTACKC = new ZombieATTACKC(); _ZombieGETHIT = new ZombieGETHIT(); state = _ZombieIDLEDEATH; Initialize(); stats.healthMax = 3; stats.healthCurrent = 3; stats.enduranceMax = 100; stats.enduranceCurrent = 50; }
protected void triggerEnter(Collider collider) { state = state.handleTriggerEnter(collider,_BThirdPerson, stats); }
protected void collisionStay(Collision collision) { state = state.handleCollissionStay(collision,_BThirdPerson, stats); }
protected void UpdateState() { state = state.handleInput(_BThirdPerson,stats); state = state.handleAnimation(_BThirdPersonMotionSystem); stateTime += Time.deltaTime; stats.updateStats(); _BThirdPerson.stateTime = stateTime; _BThirdPersonMotionSystem.stateTime = stateTime; }
void Start() { //setup Controllstates _KnightIDLE = new KnightIDLE(); _KnightIDLEONFIRE = new KnightIDLEONFIRE(); _KnightRUN = new KnightRUN(); _KnightSLIDE = new KnightSLIDE(); _KnightJUMP = new KnightJUMP(); _KnightFALL = new KnightFALL(); _KnightWAIT = new KnightWAIT(); _KnightDIE = new KnightDIE(); _KnightATTACK = new KnightATTACK(); _KnightATTACKB = new KnightATTACKB(); _KnightATTACKC = new KnightATTACKC(); _KnightSIT = new KnightSIT(); _KnightSTANDUP = new KnightSTANDUP(); _KnightGETHIT = new KnightGETHIT(); state = _KnightSIT; KnightInventory = gameObject.GetComponent<CharacterInventory>(); KnightStats = stats; Initialize(); stats.healthMax = 5; stats.healthCurrent = 5; stats.enduranceMax = 100; stats.enduranceCurrent = 50; }
protected override void InitState() { //** SplashState m_SplashState = new SplashState(this); m_SplashState.AddTransition("FirstGame", "WelcomeState"); m_SplashState.AddTransition("SecondGame", "SettingHint"); AddState(m_SplashState); //** WelcomeState m_WelcomeState = new WelcomeState(this); m_WelcomeState.AddTransition("Enter", "SettingHint"); m_WelcomeState.AddTransition("Back", "ExitFlowState"); m_WelcomeState.AddTransition("Buy", "ByState"); AddState(m_WelcomeState); //** ExitFlowState m_ExitFlowState = new ExitFlowState(this); AddState(m_ExitFlowState); //** SettingHint m_SettingHint = new SettingHint(this); m_SettingHint.AddTransition("HintDown", "DownApp"); m_SettingHint.AddTransition("SettingEnd", "StateGame"); m_SettingHint.AddTransition("Ctr", "ControllState"); m_SettingHint.AddTransition("Usb", "UsbState"); m_SettingHint.AddTransition("Beacon", "BeaconState"); m_SettingHint.AddTransition("Back", "ExitFlowState"); AddState(m_SettingHint); //** DownApp m_DownApp = new DownApp(this); AddState(m_DownApp); //** StateGame m_StateGame = new StateGame(this); m_StateGame.AddTransition("Start", "InPhone"); AddState(m_StateGame); //** ControllState m_ControllState = new ControllState(this); m_ControllState.AddTransition("Usb", "UsbState"); m_ControllState.AddTransition("Beacon", "BeaconState"); m_ControllState.AddTransition("Back", "SettingHint"); AddState(m_ControllState); //** UsbState m_UsbState = new UsbState(this); m_UsbState.AddTransition("Back", "SettingHint"); m_UsbState.AddTransition("Ctr", "ControllState"); m_UsbState.AddTransition("Beacon", "BeaconState"); AddState(m_UsbState); //** BeaconState m_BeaconState = new BeaconState(this); m_BeaconState.AddTransition("Back", "SettingHint"); m_BeaconState.AddTransition("Ctr", "ControllState"); m_BeaconState.AddTransition("Usb", "UsbState"); AddState(m_BeaconState); //** InPhone m_InPhone = new InPhone(this); AddState(m_InPhone); //** ByState m_ByState = new ByState(this); AddState(m_ByState); //** }