private void ChangeStateToWaitState()
    {
        TurnMgr_State_ nextState = new TurnMgr_PlayerBegin_(owner, unit);

        owner.stateMachine.ChangeState(
            new TurnMgr_WaitSingleEvent_(owner, unit, EventMgr.Instance.onUnitRunExit, nextState,
                                         (param) => ((UnitStateEvent)param)._owner == unit, OnWaitEnter, OnWaitExecute, OnWaitExit),
            StateMachine <TurnMgr> .StateTransitionMethod.JustPush);
    }
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    void UseItem(Item item)
    {
        turnMgr = gameMgr._turnMgr;

        TurnMgr_State_ nextState = new TurnMgr_PlayerBegin_(turnMgr, turnMgr.turns.Peek());

        turnMgr.stateMachine.ChangeState(
            new TurnMgr_WaitSingleEvent_(turnMgr, turnMgr.turns.Peek(), EventMgr.Instance.onUnitIdleEnter, nextState),
            StateMachine <TurnMgr> .StateTransitionMethod.JustPush);


        ItemCommand itemCommand;

        if (ItemCommand.CreateCommand(turnMgr.turns.Peek(), item, out itemCommand))
        {
            turnMgr.turns.Peek().EnqueueCommand(itemCommand);
        }
    }
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    private void AttackOnClickedCube()
    {
        TurnMgr_State_ nextState = new TurnMgr_PlayerBegin_(owner, unit);

        owner.stateMachine.ChangeState(
            new TurnMgr_WaitSingleEvent_(owner, unit, EventMgr.Instance.onUnitIdleEnter, nextState,
                                         (param) => ((UnitStateEvent)param)._owner == unit),
            StateMachine <TurnMgr> .StateTransitionMethod.JustPush);

        unit.StopBlink();

        List <Cube> cubesToAttack = MapMgr.Instance.GetCubes(unit.basicAttackSplash, cubeClicked);

        AttackCommand attackCommand;

        if (AttackCommand.CreateCommand(unit, cubeClicked, out attackCommand))
        {
            unit.EnqueueCommand(attackCommand);
        }
    }
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    private void UseOnClickedCube()
    {
        TurnMgr_State_ nextState = new TurnMgr_PlayerBegin_(owner, unit);

        owner.stateMachine.ChangeState(
            new TurnMgr_WaitSingleEvent_(owner, unit, EventMgr.Instance.onUnitIdleEnter, nextState,
                                         (param) => ((UnitStateEvent)param)._owner == unit),
            StateMachine <TurnMgr> .StateTransitionMethod.JustPush);

        unit.StopBlink();

        List <Cube> cubesToUseSplash = MapMgr.Instance.GetCubes(_item.useSplash, cubeClicked);

        ItemCommand itemCommand;

        if (ItemCommand.CreateCommand(unit, _item, cubesToUseSplash, out itemCommand))
        {
            unit.EnqueueCommand(itemCommand);
        }
    }
    => true;     // 범위내의 모든 큐브에 Cast가능합니다.

    private void CastSkillOnCube(Cube cubeClicked)
    {
        this.cubeClicked = cubeClicked;

        TurnMgr_State_ nextState = new TurnMgr_PlayerBegin_(owner, unit);

        owner.stateMachine.ChangeState(
            new TurnMgr_WaitSingleEvent_(
                owner, unit, EventMgr.Instance.onUnitSkillExit, nextState,
                (param) => ((UnitStateEvent)param)._owner == unit),
            StateMachine <TurnMgr> .StateTransitionMethod.JustPush);

        unit.StopBlink();

        SkillCommand skillCommand;

        if (SkillCommand.CreateCommand(unit, cubeClicked, out skillCommand))
        {
            unit.EnqueueCommand(skillCommand);
        }
    }