Esempio n. 1
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 public override void Excute(GameSystem system)
 {
     if (isWeatherChoosen)
     {
         system.ChangeState(new State14());
     }
 }
Esempio n. 2
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 public override void Excute(GameSystem system)
 {
     if (tributeNum != 0)
     {
         system.ChangeState(new State13());
     }
 }
Esempio n. 3
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 public override void Enter(GameSystem system)
 {
     base.Enter(system);
     //判断是否是第一次进入游戏
     if (SaveSystem.LoadDayNum() > 0)
     {
         system.ChangeState(new StartMenuState());
     }
     else
     {
         //初始化
         currentProgress = Progress.neverStarted;
         //开始游戏
         system.ChangeState(new State10());
     }
 }
Esempio n. 4
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 public override void Excute(GameSystem system)
 {
     currentTime += system.timeSpeed * Time.deltaTime;
     if (HauntSystem.currentHauntedObject != null)
     {
         system.ChangeState(new State15());
     }
 }
Esempio n. 5
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 public override void Excute(GameSystem system)
 {
     if (torchNum > num)
     {
         num++;
         if (num > 3)
         {
             system.ChangeState(new State12());
         }
         else
         {
             PerformSystem.FadeIn(dailyData10.backGround, 0.3f, 1 - 0.3f * num);
             PerformSystem.FocusOn(dailyData10.firstTorch.position.x + dailyData10.torchDistance * num);
         }
     }
 }