public TurnActor() { m_stateMachine = new TimeStateMachine <EState>(); m_stateMachine.AddState(new TimeState <EState>(EState.IDLE)); m_stateMachine.AddState(new TimeState <EState>(EState.RUNNING)); m_stateMachine.AddState(new TimeState <EState>(EState.FINISHED)); m_stateMachine.ChangeState(EState.IDLE); }
public MonsterEntityView() { m_State = new TimeStateMachine <EState>(); m_State.AddState(new TimeState <EState>(EState.IDLE)); m_State.AddState(new TimeState <EState>(EState.MOVING)); m_State.AddState(new TimeState <EState>(EState.ROTATING)); m_State.ChangeState(EState.IDLE); }
public LevelEntityView() { m_State = new TimeStateMachine <EState>(); m_State.AddState(new TimeState <EState>(EState.IDLE)); m_State.AddState(new TimeState <EState>(EState.MOVEMENT)); m_State.AddState(new TimeState <EState>(EState.DONE)); m_State.ChangeState(EState.IDLE); }
public CombatViewBase() { m_State = new TimeStateMachine <EState>(); m_State.AddState(new TimeState <EState>(EState.IDLE)); m_State.AddState(new TimeState <EState>(EState.ATTACK)); m_State.AddState(new TimeState <EState>(EState.ATTACK_RANGED)); m_State.AddState(new TimeState <EState>(EState.HIT)); m_State.ChangeState(EState.IDLE); }
public void Awake() { InputManager.RegisterHotkeyEvent(EHotkeyType.OPEN_CLOSE_MENU, new EventHandler <HotkeyEventArgs>(OnCancel)); InputManager.RegisterHotkeyEvent(EHotkeyType.INTERACT, new EventHandler <HotkeyEventArgs>(OnCancel)); m_logo.alpha = 0f; m_state = new TimeStateMachine <EState>(); m_state.AddState(new TimeState <EState>(EState.FADEIN, 2f, new State <EState, Transition <EState> > .StateUpdateMethod(StateFadein))); m_state.AddState(new TimeState <EState>(EState.ACTIVE, 0f, new State <EState, Transition <EState> > .StateUpdateMethod(StateActive))); m_state.ChangeState(EState.FADEIN); }
protected override void Awake() { base.Awake(); m_state = new TimeStateMachine <EState>(); m_state.AddState(new TimeState <EState>(EState.IDLE)); m_state.AddState(new TimeState <EState>(EState.MOVING)); m_state.AddState(new TimeState <EState>(EState.ROTATING)); m_state.ChangeState(EState.IDLE); enabled = false; }
protected override void Awake() { m_State = new TimeStateMachine <EState>(); m_State.AddState(new TimeState <EState>(EState.IDLE)); m_State.AddState(new TimeState <EState>(EState.VANISH, 3f)); m_State.AddState(new TimeState <EState>(EState.APPEAR, 3f)); m_State.StateChangedMethod += State_StateChangedMethod; m_State.ChangeState(EState.IDLE); base.Awake(); m_vanishHash = Animator.StringToHash(m_vanishClipName); m_appearHash = Animator.StringToHash(m_appearClipName); }
private void Start() { m_texture.alpha = 0f; m_text.alpha = 0f; m_state = new TimeStateMachine <EState>(); m_state.AddState(new TimeState <EState>(EState.START_DELAY, m_startDelayTime, new State <EState, Transition <EState> > .StateUpdateMethod(StateStartDelay))); m_state.AddState(new TimeState <EState>(EState.FADEIN_BACKGROUND, m_fadeinBackgroundTime, new State <EState, Transition <EState> > .StateUpdateMethod(StateFadeinBackground))); m_state.AddState(new TimeState <EState>(EState.FADEIN_TEXT, m_fadeinTextTime, new State <EState, Transition <EState> > .StateUpdateMethod(StateFadeinText))); m_state.AddState(new TimeState <EState>(EState.ACTIVE, 0f, new State <EState, Transition <EState> > .StateUpdateMethod(StateActive))); m_state.AddState(new TimeState <EState>(EState.FADEOUT_DELAY, m_fadeoutDelay, new State <EState, Transition <EState> > .StateUpdateMethod(StateFadeoutDelay))); m_state.AddState(new TimeState <EState>(EState.FADEOUT, m_fadeoutTime, new State <EState, Transition <EState> > .StateUpdateMethod(StateFadeout))); m_state.ChangeState(EState.START_DELAY); m_iterator = StaticDataHandler.GetIterator <EndingSlidesStaticData>(EDataType.ENDING_SLIDES).GetEnumerator(); if (LegacyLogic.Instance.WorldManager.IsShowingDLCEndingSequences) { MoveToDLCSlides(); } InputManager.RegisterHotkeyEvent(EHotkeyType.OPEN_CLOSE_MENU, new EventHandler <HotkeyEventArgs>(OnCloseKeyPressed)); }