EnemyState IFactory <EnemyState> .Create()
 {
     return(StateBinder.Bind(_container)
            .Enter <EnemyStatePatrol_Enter>()
            .Turn <EnemyStatePatrol_Turn>()
            .Make <EnemyState_Patrol>());
 }
Esempio n. 2
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 State IFactory <State> .Create()
 {
     return(StateBinder.Bind(_container)
            .Enter <PlayerStateBlock_Enter>()
            .Update <PlayerStateBlock_Update>()
            .Make <PlayerState_Block>());
 }
Esempio n. 3
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 EnemyState IFactory <EnemyState> .Create()
 {
     return(StateBinder.Bind(_container)
            .Enter <EnemyState_FindAndMove>()
            .Turn <EnemyState_FindAndMove>()
            .Make <EnemyState_Idle>());
 }
 EnemyState IFactory <EnemyState> .Create()
 {
     return(StateBinder.Bind(_container)
            .Enter <EnemyStateMoveToTarget_Enter>()
            .Exit <EnemyStateMoveToTarget_Exit>()
            .Turn <EnemyStateMoveToTarget_Turn>()
            .Shield <TitanShield>()
            .Make <EnemyState_MoveToTarget>());
 }
Esempio n. 5
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 EnemyState IFactory <EnemyState> .Create()
 {
     return(StateBinder.Bind(_container)
            .Enter <EnemyStateKill_Enter>()
            .Make <EnemyState_Kill>());
 }
Esempio n. 6
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 State IFactory <State> .Create()
 {
     return(StateBinder.Bind(_container)
            .Enter <PlayerStateDie_Enter>()
            .Make <PlayerState_Die>());
 }
Esempio n. 7
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 State IFactory <State> .Create()
 {
     return(StateBinder.Bind(_container)
            .Enter <PlayerStateMove_Enter>(typeof(BreakStepOnFloor))
            .Make <PlayerState_Move>());
 }
Esempio n. 8
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 State IFactory <State> .Create()
 {
     return(StateBinder.Bind(_container)
            .Update <PlayerStateIdle_Update>()
            .Make <PlayerState_Idle>());
 }