Esempio n. 1
0
 public void ChangeState(PCState newState)
 {
     m_currentState.Exit();
     m_currentState = m_statesDictionary[newState];
     m_currentState.Enter();
     m_currentEnumState = newState;
 }
Esempio n. 2
0
    void Awake()
    {
        // does the pool exist yet
        if (s_playerChildFSMPool == null)
        {
            // lazy initialize it
            s_playerChildFSMPool = new PlayerChildFSM[Constants.s_nPlayerMaxChildCount];
            s_playerChildStatus  = new pcStatus[Constants.s_nPlayerMaxChildCount];
            s_nPoolPointerIndex  = 0;
            s_nActiveChildCount  = 0;

            s_childrenInRightNode = new int[] { -1 };
            s_childrenInLeftNode  = new int[] { -1 };
            s_childrenInAttack    = new int[] { -1 };
        }
        // add myself
        s_playerChildFSMPool[s_nPoolPointerIndex] = this;
        s_playerChildStatus[s_nPoolPointerIndex]  = pcStatus.DeadState;
        m_nPoolIndex = s_nPoolPointerIndex;
        s_nPoolPointerIndex++;


        // Cache components
        rigidbody2D   = GetComponent <Rigidbody2D>();
        collider2D    = GetComponent <CircleCollider2D>();
        spriteRen     = GetComponent <SpriteRenderer>();
        m_AudioSource = GetComponent <AudioSource>();

        // Set up the m_statesDictionary.
        m_statesDictionary = new Dictionary <PCState, IPCState>();
        m_statesDictionary.Add(PCState.Avoid, new PC_AvoidState(this));
        m_statesDictionary.Add(PCState.ChargeChild, new PC_ChargeChildState(this));
        m_statesDictionary.Add(PCState.ChargeMain, new PC_ChargeMainState(this));
        m_statesDictionary.Add(PCState.Dead, new PC_DeadState(this));
        m_statesDictionary.Add(PCState.Defend, new PC_DefendState(this));
        m_statesDictionary.Add(PCState.Idle, new PC_IdleState(this));


        PlayerChildFSM.IncrementActiveChildCount();
        // Change to dead state.
        m_currentState = m_statesDictionary[PCState.Dead];
        m_currentState.Enter();
        m_currentEnumState = PCState.Dead;
    }
    void Awake()
    {
        // does the pool exist yet
        if (s_playerChildFSMPool == null)
        {
            // lazy initialize it
            s_playerChildFSMPool = new PlayerChildFSM[Constants.s_nPlayerMaxChildCount];
            s_playerChildStatus = new pcStatus[Constants.s_nPlayerMaxChildCount];
            s_nPoolPointerIndex = 0;
            s_nActiveChildCount = 0;

            s_childrenInRightNode = new int[] {-1};
            s_childrenInLeftNode = new int[] {-1};
            s_childrenInAttack = new int[] {-1};
        }
        // add myself
        s_playerChildFSMPool[s_nPoolPointerIndex] = this;
        s_playerChildStatus[s_nPoolPointerIndex] = pcStatus.DeadState;
        m_nPoolIndex = s_nPoolPointerIndex;
        s_nPoolPointerIndex++;

        // Cache components
        rigidbody2D = GetComponent<Rigidbody2D>();
        collider2D = GetComponent<CircleCollider2D>();
        spriteRen = GetComponent<SpriteRenderer>();
        m_AudioSource = GetComponent<AudioSource>();

        // Set up the m_statesDictionary.
        m_statesDictionary = new Dictionary<PCState, IPCState>();
        m_statesDictionary.Add(PCState.Avoid, new PC_AvoidState(this));
        m_statesDictionary.Add(PCState.ChargeChild, new PC_ChargeChildState(this));
        m_statesDictionary.Add(PCState.ChargeMain, new PC_ChargeMainState(this));
        m_statesDictionary.Add(PCState.Dead, new PC_DeadState(this));
        m_statesDictionary.Add(PCState.Defend, new PC_DefendState(this));
        m_statesDictionary.Add(PCState.Idle, new PC_IdleState(this));

        PlayerChildFSM.IncrementActiveChildCount();
        // Change to dead state.
        m_currentState = m_statesDictionary[PCState.Dead];
        m_currentState.Enter();
        m_currentEnumState = PCState.Dead;
    }
 public void ChangeState(PCState newState)
 {
     m_currentState.Exit();
     m_currentState = m_statesDictionary[newState];
     m_currentState.Enter();
     m_currentEnumState = newState;
 }