/// <summary> /// ゲーム開始時の待ち /// </summary> private void State_Ready(StateMachineCase c) { switch (c) { case StateMachineCase.Enter: { _timer.Init(1.0f); } break; case StateMachineCase.Exec: { _player.InputUpdate(false); if (_timer.Update()) { _state.ChangeState(State_Play); } } break; case StateMachineCase.Exit: { _readyText.Show(Vector2.zero); SoundManager.Instance.PlayBGM(BGMPath._SUNADOKEISEIUN); SoundManager.Instance.PlaySE(SEPath._READY_GO); } break; } }
/// <summary> /// ゴール /// </summary> private void State_Goal(StateMachineCase c) { switch (c) { case StateMachineCase.Enter: { _goalText.Show(_goalText.transform.position); _playerCam.SetTarget(_goalText.transform); _timer.Init(6.0f); } break; case StateMachineCase.Exec: { _timer.Update(); _titleButton.SetActive(_timer.IsEnd()); _player.InputUpdate(true); } break; case StateMachineCase.Exit: { } break; } }
private void State_Respawn(StateMachineCase c) { switch (c) { case StateMachineCase.Enter: { _player.Reset(new Vector2(_checkPointX, 0.0f)); _timer.Init(0.1f); } break; case StateMachineCase.Exec: { _player.InputUpdate(false); if (_timer.Update()) { _state.ChangeState(State_Play); } } break; case StateMachineCase.Exit: { } break; } }
/// <summary> /// プレイヤーのダメージ & リスポーン /// </summary> private void State_Damage(StateMachineCase c) { switch (c) { case StateMachineCase.Enter: { _timer.Init(1.0f); } break; case StateMachineCase.Exec: { if (_timer.Update()) { _state.ChangeState(State_Respawn); } } break; case StateMachineCase.Exit: { } break; } }
public static async Task Main(string[] _) { await StateMachineCase.Execute(); System.Console.WriteLine(); System.Console.WriteLine(); System.Console.WriteLine(); await StateCase.Execute(); }
/// <summary> /// 通常プレイ中 /// </summary> private void State_Play(StateMachineCase c) { switch (c) { case StateMachineCase.Enter: break; case StateMachineCase.Exec: { _player.InputUpdate(true); } break; case StateMachineCase.Exit: break; } }