Inheritance: IComboBaseState
    public override void InitializeStateTransitions()
    {
        this.noInputState = new NoInputState(NO_INPUT_STATE, this);
        this.noInputState.AssignGameCamera(this.gameCamera);
        this.SetInitialState(this.noInputState);

        this.dragWorldState = new DragWorldState(DRAG_WORLD_STATE, this);
        this.dragWorldState.AssignGameCamera(this.gameCamera);

        this.noInputState.AddTransition(DRAG_WORLD_STATE, this.dragWorldState);
        this.dragWorldState.AddTransition(NO_INPUT_STATE, this.noInputState);
    }
    public override void InitializeStateTransitions()
    {
        this.noInputState = new NoInputState(NO_INPUT_STATE, this);
        this.noInputState.AssignGameCamera(this.gameCamera);
        this.SetInitialState(this.noInputState);

        this.dragWorldState = new DragWorldState(DRAG_WORLD_STATE, this);
        this.dragWorldState.AssignGameCamera(this.gameCamera);

        this.noInputState.AddTransition(DRAG_WORLD_STATE, this.dragWorldState);
        this.dragWorldState.AddTransition(NO_INPUT_STATE, this.noInputState);
    }
Esempio n. 3
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    public void Update()
    {
        timer += Time.deltaTime;
        if (timer >= 0.5f)
        {
            m_NextState = new NoInputState(m_Character, this);
        }

        if (m_LastState is BackState)
        {
            m_NextState = new NoInputState(m_Character, this);
            if (m_Character.m_CurrentState is BaseBattleState)
            {
                m_Character.m_CurrentState = new BattleStepBack(m_Character);
            }
        }
    }
Esempio n. 4
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    public void Update()
    {
        timer += Time.deltaTime;
        if (timer >= 0.5f)
        {
            m_NextState = new NoInputState(m_Character, this);
        }

        if (m_LastState is ForwardState)
        {
            m_NextState = new NoInputState(m_Character, this);
            if (m_Character.m_CurrentState is BaseBattleState)
            {
                if (m_Character.m_EnemyHitInfo.collider != null)
                {
                    m_Character.m_CurrentState.m_NextState = new BattleDashThrough(m_Character);
                }
                else
                {
                    m_Character.m_CurrentState.m_NextState = new BattleDash(m_Character);
                }
            }
        }
    }