Esempio n. 1
0
 //攻击函数,进行攻击
 protected void ImAttacking(RaycastHit enemy)
 {
     strength -= COMSUMEPERATTACK;                      //扣除移动体力
     if (enemy.transform.GetComponent <InfantryUnit>()) //对敌方目标造成伤害
     {
         DamageToEnemyInfantry(enemy);
         Debug.Log("hit inf");
     }
     else if (enemy.transform.GetComponent <TankUnit>())
     {
         Debug.Log("hit tank");
         DamageToEnemyTank(enemy);
     }
     //if(enemy.transform.GetComponent<TankUnit>().infantryState == myState.Alert) {//如果敌方处于警戒状态,(((((并且此单位处于敌方单位的攻击范围内(←←←←←等待做!!!)))
     //    DamageToSelf(enemy);
     //}
     DrawInfantryUI();//重新绘制UI
     IfShowInfantryUI(true);
     for (int index = 0; index < tagetHexList.Count; index++)
     {
         tagetHexList[index].GetComponent <SpriteRenderer>().color = defaultHexColor[index];
     }
     infantryState = myState.Idle;
     tagetHexList.Clear();//清除目标地块列表
     defaultHexColor.Clear();
 }
Esempio n. 2
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    // Update is called once per frame
    void Update()
    {
        if (myTurn == false)
        {
            playerState = myState.NotMyTurn;//myTurn为False时,玩家处于NotMyTurn的状态
            SetColorOfFirstLine(defaultHexColor);
        }

        switch (playerState)
        {
        case myState.Idle:    //待命状态
            break;

        case myState.Command:    //命令状态
            break;

        case myState.Set:    //等待放置状态
            if (hasPut == true)
            {
                SetColorOfFirstLine(defaultHexColor);
                playerState = Player.myState.Idle;    //如果已经放置,则恢复为Idle状态
            }
            else
            {
                PutUnit(waitingForPut);    //否则继续放置
            }
            break;
        }
    }
Esempio n. 3
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 void executeRule2()
 {
     cur    = nState;
     nState = tbl[(int)cur, (int)type];
     cb     = clbTbl[(int)cur, (int)type];
     cb(res, null);
 }
Esempio n. 4
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 //点击之后单位状态变为移动
 public void MoveNow( )
 {
     if ((infantryState == myState.Idle || infantryState == myState.Atk) && IfCanMove( ))  //只有在待命状态或者Atk时,并且体力值满足时才能移动
     {
         infantryState = myState.Mov;
     }//状态变为Mov
 }
Esempio n. 5
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 //点击之后单位状态变为攻击
 public void AtkNow( )
 {
     if ((infantryState == myState.Idle || infantryState == myState.Mov) && IfCanAttack( )) //Idle时,或者Mov时,且有体力值才能攻击
     {
         infantryState = myState.Atk;                                                       //状态变为Mov
     }
 }
Esempio n. 6
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 //选中目标地块
 protected void ReadyToMove( )
 {
     if (Input.GetMouseButtonDown(0))                                                                 //如果鼠标左键点击
     {
         Ray        ray = mainCamera.GetComponent <Camera> ( ).ScreenPointToRay(Input.mousePosition); //检测鼠标点击位置
         RaycastHit hit;
         if (Physics.Raycast(ray, out hit))
         {
             if (hit.transform.GetComponent <SpriteRenderer> ( ) && hit.transform.GetComponent <SpriteRenderer> ( ).color == movHexColor)//如果有SpriteRenderer,并且点击的是可移动位置(即点击的是地块而不是其他东西)
             {
                 targetHex = hit;
                 CountHexMoved(targetHex.transform); //计算移动的格数,方便后面扣除体力值。
                 infantryState = myState.IsMoving;   //状态成为正在移动
             }
             else
             {
                 for (int index = 0; index < tagetHexList.Count; index++)
                 {
                     tagetHexList[index].GetComponent <SpriteRenderer> ( ).color = defaultHexColor[index];
                 }
                 tagetHexList.Clear( );        //清除目标地块
                 defaultHexColor.Clear( );
                 infantryState = myState.Idle; //状态变回Idle
             }
         }
     }
 }
Esempio n. 7
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        public override void OnHitWall(HitWallEvent evnt)
        {
            if (state == myState.Start)
            {
                if ((this.Y > BattleFieldHeight * 0.5 && this.X > BattleFieldWidth * 0.5) || (this.Y < BattleFieldHeight * 0.5 && this.X < BattleFieldWidth * 0.5))
                {
                    TurnLeft(90);
                    TurnGunLeft(90);
                }
                else
                {
                    TurnRight(90);
                    TurnGunRight(90);
                }

                state = myState.FollowinWall;
            }
            else
            {
                invertDir = !invertDir;
                /*
                if ((this.Y > BattleFieldHeight * 0.5 && this.X > BattleFieldWidth * 0.5) || (this.Y < BattleFieldHeight * 0.5 && this.X < BattleFieldWidth * 0.5))
                    TurnLeft(180);
                else
                    TurnRight(180);
                */
            }
        }
Esempio n. 8
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        static myPaserResult myparser2(string line)
        {
            //state table
            //state |token
            //      |,      |"      |other
            //------+-------+-------+------
            //s     |s      |a      |e
            //a     |a      |b      |a
            //b     |s      |a      |invalid
            //e     |s      |invalid|e
            myPaserResult res    = new myPaserResult();
            myState       cur    = myState.s;
            myState       nState = myState.s;

            foreach (char c in line)
            {
                myToken tk = new myToken(c);
                cur    = nState;
                nState = tbl[(int)cur, (int)tk.type];
                if (nState == myState.invalid)
                {
                    break;
                }
                myRule cb = clbTbl[(int)cur, (int)tk.type];
                cb(res, tk);
            }

            //case eol
            return(res);
        }
Esempio n. 9
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        public override void OnHitWall(HitWallEvent evnt)
        {
            if (state == myState.Start)
            {
                if ((this.Y > BattleFieldHeight * 0.5 && this.X > BattleFieldWidth * 0.5) || (this.Y < BattleFieldHeight * 0.5 && this.X < BattleFieldWidth * 0.5))
                {
                    TurnLeft(90);
                    TurnGunLeft(90);
                }
                else
                {
                    TurnRight(90);
                    TurnGunRight(90);
                }


                state = myState.FollowinWall;
            }
            else
            {
                invertDir = !invertDir;

                /*
                 * if ((this.Y > BattleFieldHeight * 0.5 && this.X > BattleFieldWidth * 0.5) || (this.Y < BattleFieldHeight * 0.5 && this.X < BattleFieldWidth * 0.5))
                 *  TurnLeft(180);
                 * else
                 *  TurnRight(180);
                 */
            }
        }
Esempio n. 10
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 public void OnTouch()
 {
     if (_isActive)
     {
         _myState = myState.STAY;
         _square.GetComponent<Square>().setState(Square.myState.MOVETO);
     }
 }
Esempio n. 11
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 //放置步兵单位
 public void PutUnit(string unitName)
 {
     waitingForPut = unitName;                                                                      //等待放置的单位
     playerState   = Player.myState.Set;                                                            //变为Set状态,等待放置
     hasPut        = false;                                                                         //等待放置
     if (Input.GetMouseButtonDown(0))                                                               //如果鼠标左键点击
     {
         Ray        ray = mainCamera.GetComponent <Camera>().ScreenPointToRay(Input.mousePosition); //检测鼠标点击位置
         RaycastHit hit;
         if (Physics.Raycast(ray, out hit))
         {
             if (hit.transform.GetComponent <SpriteRenderer>().color == setHexColor && !hit.transform.GetComponent <HexControl>().hasUnit)                                                //点击位置颜色为setHexColor,且此单元格没有单位才允许放置
             {
                 Vector3 putPosition = hit.transform.GetComponent <Renderer>().bounds.center;                                                                                             //获取放置位置的中心坐标
                 readyForPut      = Instantiate(unitsList.transform.Find(unitName), putPosition, unitsList.transform.Find(unitName).GetComponent <Transform>().rotation, this.transform); //生成单位并且赋值给readyForPut(获取这个新生成的单位)
                 readyForPut.name = readyForPut.name + index;                                                                                                                             //设置单位名称
                 if (unitName == "GermanTiger" || unitName == "USSherman")
                 {
                     readyForPut.GetComponent <TankUnit>().unitName = unitName; //设置单位内单位名称,注意,此名称和上一行的名称不一样
                     readyForPut.GetComponent <TankUnit>().SetData();           //设置单位数据
                 }
                 else
                 {
                     readyForPut.GetComponent <InfantryUnit>().unitName = unitName; //设置单位内单位名称,注意,此名称和上一行的名称不一样
                     readyForPut.GetComponent <InfantryUnit>().SetData();           //设置单位数据
                 }
                 readyForPut.tag = transform.name;                                  //当前放置单位的tag为当前玩家的名字
                 index++;                                                           //增加索引
                 if (unitName == "GermanTiger" || unitName == "USSherman")
                 {
                     readyForPut.GetComponent <TankUnit>().nowOnHex = hit.transform;        //此单位所在地块信息写入此单位
                     soucesPoints -= readyForPut.GetComponent <TankUnit>().resourcesNeeded; //扣除相应的人力值
                 }
                 else
                 {
                     readyForPut.GetComponent <InfantryUnit>().nowOnHex = hit.transform;                                  //此单位所在地块信息写入此单位
                     soucesPoints -= readyForPut.GetComponent <InfantryUnit>().resourcesNeeded;                           //扣除相应的人力值
                 }
                 hit.transform.GetComponent <HexControl>().unitOnThisHex = readyForPut;                                   //此单位信息写入此单位所在地块
                 resourcesUI.transform.Find("Holder/iPep").GetComponent <Text>().text = "Manpower Point:" + soucesPoints; //刷新左下角人力值
                 Debug.Log("LOOOOK!");
                 hasPut = true;                                                                                           //已经放置
             }
             else
             {
                 hasPut = true;//还未放置,点击其他地方取消放置
             }
         }
     }
 }
Esempio n. 12
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 public void SetInteractable(GameObject interactable, bool onOrOff)
 {
     if (onOrOff)
     {
         m_Interactable = interactable;
     }
     else
     {
         m_Interactable = null;
         m_MyState      = myState.explore;
         m_InputX       = 0;
         m_InputY       = -1;
     }
 }
Esempio n. 13
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        static myPaserResult myparser2(string line)
        {
            //state table
            //state |token
            //      |,      |"      |other
            //------+-------+-------+------
            //s     |s      |a      |e
            //a     |a      |b      |a
            //b     |s      |a      |invalid
            //e     |s      |invalid|e
            myPaserResult res    = new myPaserResult(line);
            myState       cur    = myState.s;
            myState       nState = myState.s;

            foreach (char c in line)
            {
                myTkType type;
#if false
                myToken tk = new myToken(c);
                type = tk.type;
#else
                switch (c)
                {
                case '"':
                    type = myTkType.t_dblq;
                    break;

                case ',':
                    type = myTkType.t_comma;
                    break;

                default:
                    type = myTkType.t_other;
                    break;
                }
#endif
                cur    = nState;
                nState = tbl[(int)cur, (int)type];
                if (nState == myState.invalid)
                {
                    break;
                }
                myRule cb = clbTbl[(int)cur, (int)type];
                cb(res, null);
            }

            //case eol
            return(res);
        }
Esempio n. 14
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 //移动函数,进行移动
 protected void ImMoving( )
 {
     for (int index = 0; index < tagetHexList.Count; index++)
     {
         tagetHexList[index].GetComponent <SpriteRenderer> ( ).color = defaultHexColor[index];
     }
     transform.position = Vector3.Lerp(transform.position, targetHex.transform.GetComponent <Transform> ( ).position, 20 * Time.deltaTime);
     if ((Vector3.Distance(transform.position, targetHex.transform.GetComponent <Transform> ( ).position)) <= MINMUMDISTANCE)
     {
         infantryState = myState.Idle;                                     //单位与目标地块的间距小于最小距离之后,单位状态变为Idle
         nowOnHex.GetComponent <HexControl> ( ).unitOnThisHex = null;      //出发地块中此单位信息被移除
         nowOnHex = targetHex.transform;                                   //目前所在的地块变更为目标地块
         nowOnHex.GetComponent <HexControl> ( ).unitOnThisHex = transform; //目标地块中此单位信息被添加
         strength -= distInPerDist * COMSUMEPERMOVEMENT;                   //扣除移动体力
         tagetHexList.Clear( );                                            //清除目标地块
         defaultHexColor.Clear( );
         DrawInfantryUI( );                                                //重新绘制UI
     }
     IfShowInfantryUI(true);
 }
Esempio n. 15
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 // Perform robot logic here calling robot commands etc.
 private void Update()
 {
     if (state == myState.Start)
     {
         if (wantedX == 0)
         {
             if (this.Heading > 90 && this.Heading <= 270)
             {
                 TurnRight(270 - this.Heading);
             }
             else
             {
                 TurnLeft(270 - this.Heading);
             }
             Ahead(this.X);
         }
         else
         {
             if (this.Heading >= 90 && this.Heading < 270)
             {
                 TurnRight(90 - this.Heading);
             }
             else
             {
                 TurnRight(90 - this.Heading);
             }
             Ahead(BattleFieldWidth - this.X);
         }
     }
     else if (state == myState.FollowinWall)
     {
         TurnRadarRight((Math.Sin(this.Time * 0.1) + 1) * 180);
         //TurnRadarRight(double.PositiveInfinity);
         //TurnGunRight(double.PositiveInfinity);
         Ahead(invertDir?-5000:5000);
     }
     else if (state == myState.Panic)
     {
         state = myState.FollowinWall;
     }
 }
Esempio n. 16
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    // Update the state of the button -----------------------

    public void UpdateState(MouseState input_mouse_state)
    {
        if (rectangle.Contains(input_mouse_state.Position.X, input_mouse_state.Position.Y)) // If cursor is over button
        {
            if (input_mouse_state.LeftButton == ButtonState.Pressed)                        // If button is left clicked
            {
                myButtonState = myState.Pressed;
                color         = Color.Red;
            }
            else // Cursor is over button, but not clicked
            {
                myButtonState = myState.Hover;
                color         = Color.DarkCyan;
            }
        }
        else
        {
            myButtonState = myState.Nothing;
            color         = Color.Cyan;
        }
    }
Esempio n. 17
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 //选中步兵单位进行攻击
 protected void ReadyToAtk( )
 {
     if (Input.GetMouseButtonDown(0))                                                                 //如果鼠标左键点击
     {
         Ray        ray = mainCamera.GetComponent <Camera> ( ).ScreenPointToRay(Input.mousePosition); //检测鼠标点击位置
         RaycastHit hit;
         if (Physics.Raycast(ray, out hit))
         {
             if (hit.transform.GetComponent <TankUnit>() && hit.transform.GetComponent <TankUnit>().nowOnHex.GetComponent <SpriteRenderer>().color == atkHexColor)              //选中的是敌军目标,并且敌军目标目标处于红色地块上时
             {
                 targetEnemy   = hit;                                                                                                                                           //确定攻击目标,赋值给targetEnemy
                 infantryState = myState.IsAttacking;                                                                                                                           //状态成为正在攻击
             }
             else if (hit.transform.GetComponent <InfantryUnit>() && hit.transform.GetComponent <InfantryUnit>().nowOnHex.GetComponent <SpriteRenderer>().color == atkHexColor) //选中的是敌军目标,并且敌军目标目标处于红色地块上时
             {
                 targetEnemy   = hit;                                                                                                                                           //确定攻击目标,赋值给targetEnemy
                 infantryState = myState.IsAttacking;                                                                                                                           //状态成为正在攻击
             }
             else
             {
                 for (int index = 0; index < tagetHexList.Count; index++)
                 {
                     tagetHexList[index].GetComponent <SpriteRenderer> ( ).color = defaultHexColor[index];
                 }
                 //foreach (Transform hex in tagetHexList) {
                 //    foreach (Color hexColor in defaultHexColor) {
                 //        hex.GetComponent<SpriteRenderer>().color = hexColor;//范围地块恢复成默认颜色
                 //    }
                 //}
                 tagetHexList.Clear( );        //清除目标地块
                 defaultHexColor.Clear( );
                 infantryState = myState.Idle; //状态变回Idle
             }
         }
     }
 }
Esempio n. 18
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 void OnTurnArround()
 {
     if (_square.GetComponent<Square>().getActive())
     {
         float x = _square.transform.position.x + (1.5f * Mathf.Cos(_angle * Mathf.Deg2Rad));
         float y = _square.transform.position.y + (1.5f * Mathf.Sin(_angle * Mathf.Deg2Rad));
         transform.position = new Vector3(x, y, 0);
         _angle -= _circleSpeed;
         if (_angle <= 0)
             _angle = 360;
     }
     else
         _myState = myState.MOVEFAR;
 }
Esempio n. 19
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        static void myparser(string line)
        {
            Stack <myState> sStack = new Stack <myState>();
            Stack <myToken> tStack = new Stack <myToken>();
            //rule
            //-----------------------------
            //s->space s    //trim - not use
            //s->,s         //empty
            //s->"a
            //a->other a
            //a->space a
            //a->,a
            //a->"b
            //b->,s
            //b->"a
            //s->other e
            //e->other e
            //e->,s
            //------------------------------
            myState cur;
            myState nState = myState.s;

            //sStack.Push(myState.s);
            foreach (char c in line)
            {
                myToken tk = new myToken(c);
                cur    = nState;
                nState = myState.invalid;
                switch (cur)
                {
                case myState.s:
                    if (tk.type == myTkType.t_comma)
                    {
                        nState = myState.s;
                    }
                    //else if (tk.type == myTkType.t_spec) nState = myState.s;
                    else if (tk.type == myTkType.t_dblq)
                    {
                        nState = myState.a;
                    }
                    else if (tk.type == myTkType.t_other)
                    {
                        nState = myState.e;
                    }
                    break;

                case myState.a:
                    if (tk.type == myTkType.t_dblq)
                    {
                        nState = myState.b;
                    }
                    else
                    {
                        nState = myState.a;
                    }
                    break;

                case myState.b:
                    if (tk.type == myTkType.t_comma)
                    {
                        nState = myState.s;
                    }
                    else if (tk.type == myTkType.t_dblq)
                    {
                        nState = myState.a;
                    }
                    break;

                case myState.e:
                    if (tk.type == myTkType.t_other)
                    {
                        nState = myState.e;
                    }
                    else if (tk.type == myTkType.t_comma)
                    {
                        nState = myState.s;
                    }
                    break;
                }
                if (nState == myState.invalid)
                {
                    break;
                }
            }
        }
Esempio n. 20
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 void OnTriggerEnter2D(Collider2D col)
 {
     if (col.tag == "Mur")
     {
         _mySFX.clip = _deathClip;
         _mySFX.Play();
         GameObject.Find("GameManager").GetComponent<GameManager>()._gameState = GameManager.GameState.GameOver;
         _myState = myState.DEAD;
         _isActive = false;
     }
 }
Esempio n. 21
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 // Perform robot logic here calling robot commands etc.
 private void Update()
 {
     if (state == myState.Start)
     {
         if (wantedX == 0)
         {
             if (this.Heading > 90 && this.Heading <= 270)
             {
                 TurnRight(270 - this.Heading);
             }
             else
             {
                 TurnLeft(270 - this.Heading);
             }
             Ahead(this.X);
         }
         else
         {
             if (this.Heading >= 90 && this.Heading < 270)
             {
                 TurnRight(90 - this.Heading);
             }
             else
             {
                 TurnRight(90 - this.Heading);
             }
             Ahead(BattleFieldWidth - this.X);
         }
     }
     else if (state == myState.FollowinWall)
     {
         TurnRadarRight((Math.Sin(this.Time * 0.1) + 1) * 180);
         //TurnRadarRight(double.PositiveInfinity);
         //TurnGunRight(double.PositiveInfinity);
         Ahead(invertDir?-5000:5000);
     }
     else if (state == myState.Panic)
     {
         state = myState.FollowinWall;
     }
 }
Esempio n. 22
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 public override void OnHitByBullet(HitByBulletEvent evnt)
 {
     state = myState.Panic;
 }
Esempio n. 23
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 void Start()
 {
     _sphere = GameObject.FindGameObjectWithTag("Sphere");
     myCollider = GetComponent<Collider2D>();
     _myState = myState.STAY;
     _attraction = 0.1f;
     _circleSpeed = 2f;
     _shootSpeed = 0.075f;
     _isActive = false;
     _anim = GetComponent<Animator>();
     _mySFX = GetComponent<AudioSource>();
 }
Esempio n. 24
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 public override void OnHitByBullet(HitByBulletEvent evnt)
 {
     state = myState.Panic;
 }
    public override void OnEnd(myState nextState)
    {

    }
Esempio n. 26
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 // Use this for initialization
 void Start()
 {
     _square = GameObject.FindGameObjectWithTag("Square");
     myCollider = GetComponent<Collider2D>();
     _anim = GetComponent<Animator>();
     _myState = myState.STAY;
     _attraction = 0.1f;
     _circleSpeed = 2f;
     _shootSpeed = 0.075f;
     _isActive = true;
     _anim.SetBool("ActiveOrNot", true);
     _mySFX = GetComponent<AudioSource>();
 }
Esempio n. 27
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        void executeRule()
        {
            cur    = nState;
            nState = tbl[(int)cur, (int)type];
            cbid id = cbidTbl[(int)cur, (int)type];

            switch (id)
            {
            case cbid.o1:
                //do nonthing
                break;

            case cbid.ss:
                res.count++;
                res.arr.Add("");
                res.curObj.iStart = ++res.curObj.iCur;
                break;

            case cbid.sa:
                res.curObj.iStart = ++res.curObj.iCur;
                break;

            case cbid.aa:
                res.curObj.iCur++;
                break;

            case cbid.bs:
                res.count++;
                res.arr.Add(res.gerCurObj());
                res.curObj.iCur += 2;
                break;

            case cbid.es:
                res.count++;
                res.arr.Add(res.gerCurObj());
                res.curObj.iCur++;
                break;

            case cbid.ba:
                res.curObj.iCur += 2;
                res.curObj.dblQt = true;
                break;

            case cbid.sz:
                res.curObj.iStart = res.curObj.iCur;
                goto case cbid.en;

            case cbid.en:
                res.arr.Add(res.gerCurObj());
                //save rec & reset
#if use_res_queue
                m_resQueue.push(res.arr);
#else
                m_res.Add(res.arr);
#endif
                m_recCount++;
                res.reset();
                break;

            case cbid.se:
                res.curObj.iStart = res.curObj.iCur++;
                break;

            case cbid.zz:
                res.curObj.iCur++;
                break;

            default:
                throw new Exception();
            }
        }
Esempio n. 28
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 public void BeginInteraction()
 {
     m_MyState = myState.interact;
 }
Esempio n. 29
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 public void setState(myState arg)
 {
     _myState = arg;
 }
Esempio n. 30
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 public void setState(myState arg)
 {
     _myState = arg;
 }
 public override void OnBegin(myState previousState)
 {
     Debug.Log("녹");
 }
Esempio n. 32
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 void OnMoveTo()
 {
     float distance = Vector3.Distance(this.transform.position, _square.transform.position);
     if (distance > 1.75f)
         transform.position = Vector3.MoveTowards(transform.position, _square.transform.position, distance * _attraction);
     else if (distance <= 1.75f)
     {
         _angle = Mathf.Atan2(transform.position.y - _square.transform.position.y, transform.position.x - _square.transform.position.x) * 180 / Mathf.PI;
         if (_angle < 0)
             _angle = 360 - Mathf.Abs(_angle);
         _myState = myState.TURNAROUND;
     }
 }
Esempio n. 33
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 public override void OnBegin(myState previousState)
 {
 }