/// <summary> /// Update the state /// </summary> public override void Update() { Actors.Link link = this.getBehaviour <Actors.Link>(); // Go back to the idle state after a short time if (this.elapsed > 0.1f) { link.setState <Idle>(); } }
/// <summary> /// Entering the state /// </summary> public override void Enter() { // Get the reference to to link link = this.getBehaviour <Actors.Link>(); // Set the animation link.playDirectionalAnimation("Sword"); // Spawn a sword blast? if (link.health.full() && link.swordBlastPrefab != null) { // Spawn the blast GameObject swordblast = GameObject.Instantiate(link.swordBlastPrefab, link.transform.position, link.transform.rotation) as GameObject; Entity sb = swordblast.GetComponent <StateBehaviour>() as Entity; sb.direction = link.direction; } }