public MainCharacterRun(IMainCharacter mainCharacter) { this.mainCharacter = mainCharacter; timeArr = new float[] { 0.35f, 0.8f }; signArr = new bool[] { false, false }; mainCharacter.config.TryGetSoundPath("run", out soundPath); } // end MainCharacterRun
public SwordmanAttack1(IMainCharacter mainCharacter) { step = 1f; results = new Collider[5]; this.mainCharacter = mainCharacter; caromState = new SwordmanAttack2(mainCharacter); } // end SwordmanAttack1
public SwordmanAttack2(IMainCharacter mainCharacter) { step = 1f; halfExtents = new Vector3(0.3f, 0.5f, 0.6f); results = new Collider[5]; this.mainCharacter = mainCharacter; caromState = new SwordmanAttack3(mainCharacter); } // end SwordmanAttack1
public MainCharacterInfo(string name, string roleType, IMainCharacter mainCharacter) : base() { this.mainCharacter = mainCharacter; initArribute = mainCharacter.config.initAttribute; m_charcterData = new CharacterData(name, roleType); CheckAttributeData(CenterEvent.ReloadEquip); m_charcterData.Plus(m_selfTreat); mainCharacter.center.AddListener(CheckAttributeData); } // end MainCharacterInfo
public MagicianFSM(IMainCharacter character) { AddState(new MainCharacterWait(character)); AddState(new MainCharacterWalk(character)); AddState(new MainCharacterIdle(character)); AddState(new MainCharacterRun(character)); AddState(new MagicianAttack1(character)); AddState(new MainCharacterDie(character)); AddState(new MainCharacterHurt(character)); } // end MagicianFSM
public MainCharacterSurface(IMainCharacter mainCharacter, Transform wingTrans, Transform liftTrans, Transform furlTrans, SkinnedMeshRenderer renderer) : base(renderer) { this.mainCharacter = mainCharacter; this.wingTrans = wingTrans; this.liftTrans = liftTrans; this.furlTrans = furlTrans; mainCharacter.center.AddListener(Freshen); Freshen(); } // end MainCharacterSurface
public ArcherFSM(IMainCharacter character) { AddState(new MainCharacterWait(character)); AddState(new MainCharacterWalk(character)); AddState(new MainCharacterIdle(character)); AddState(new MainCharacterRun(character)); AddState(new ArcherAttack1(character)); AddState(new MainCharacterDie(character)); AddState(new MainCharacterHurt(character)); } // end ArcherFSM
public static ICharacterState CreateInstance(ICharacter character, ISkillInfo info) { IMainCharacter mainCharacter = character as IMainCharacter; if (null == mainCharacter) { return(null); } // end if return(new SwordmanSkill2(mainCharacter, info)); } // end CreateInstance
void InitGameEntities(IList <IBoxesGameEntity> entities, Action onComplete) { if (entities.Count == 0) { onComplete.Invoke(); return; } var gameEntity = entities[0]; entities.RemoveAt(0); if (gameEntity is IMainCharacter character) { m_MainCharacter = character; } gameEntity.Init(m_GameServices, () => { Debug.Log($"{ObjectNames.NicifyVariableName(gameEntity.GetType().Name)} Initialized!"); InitGameEntities(entities, onComplete); }); }
public ArcherAttack1(IMainCharacter mainCharacter) { this.mainCharacter = mainCharacter; caromState = new ArcherAttack2(mainCharacter); } // end ArcherAttack1
public MainCharacterWait(IMainCharacter mainCharacter) { this.mainCharacter = mainCharacter; } // end MainCharacterWait
public SwordmanAttack4(IMainCharacter mainCharacter) { step = 2f; results = new Collider[5]; this.mainCharacter = mainCharacter; } // end SwordmanAttack4
public MainCharacterIdle(IMainCharacter mainCharacter) { this.mainCharacter = mainCharacter; } // end MainCharacterIdle
public MagicianAttack2(IMainCharacter mainCharacter) { this.mainCharacter = mainCharacter; caromState = new MagicianAttack3(mainCharacter); } // end MagicianAttack2
private SwordmanSkill2(IMainCharacter mainCharacter, ISkillInfo info) { this.mainCharacter = mainCharacter; this.info = info; results = new Collider[5]; } // end SwordmanSkill2
public MainCharacterHurt(IMainCharacter mainCharacter) { this.mainCharacter = mainCharacter; mainCharacter.config.TryGetSoundPath("hurt", out soundPath); } // end MainCharacterHurt