protected override void Init() { base.Init(); canTransitionInto = new StateMachine.States[] { StateMachine.States.Idle }; }
protected override void Init() { base.Init(); canTransitionInto = new StateMachine.States[] { //StateMachine.States.FightOrFlight, //will need this eventually for insta-deaths //StateMachine.States.Incapacitated }; }
protected override void Init() { base.Init(); canTransitionInto = new StateMachine.States[] { StateMachine.States.Idle, StateMachine.States.Incapacitated, StateMachine.States.PlayerMove }; }
public override void Check <T>() { if (Input.GetMouseButton(0)) { Ray ray = Camera.ScreenPointToRay(Input.mousePosition); RaycastHit raycast; Physics.Raycast(ray, out raycast, 10f, Layer); Debug.DrawLine(ray.origin, ray.origin + 10 * ray.direction.normalized, Color.yellow); if (raycast.collider != null) { MouseHoverComponent mouseHoverComponent = raycast.collider.gameObject.GetComponent <MouseHoverComponent>(); if (mouseHoverComponent) { if (mouseHoverComponent.GetComponent <T>()) { if (currentTarget && currentTarget != mouseHoverComponent) { Release(); } } currentTarget = mouseHoverComponent; currentTarget.IsOnPressHover = true; } else { if (currentTarget) { Release(); } } } else { if (currentTarget) { Release(); } } } else { if (currentTarget) { Release(); } StateMachine.States curState = Instance.M_StateMachine.GetState(); if (StateMachine.InGameState.Contains(curState) && curState != StateMachine.States.SelectCardWindow_ReadOnly) { Instance.M_StateMachine.SetState(StateMachine.States.BattleNormal); } } }
protected override void Init() { base.Init(); canTransitionInto = new StateMachine.States[] { StateMachine.States.Idle, StateMachine.States.Fight, StateMachine.States.Flight, StateMachine.States.Incapacitated }; }
protected override void Init() { base.Init(); canTransitionInto = new StateMachine.States[] { StateMachine.States.Idle, //this is in case we are attacked while inventory is open StateMachine.States.Incapacitated, StateMachine.States.Dead }; }
protected override void Init() { base.Init(); usm = (UnitStateMachine)stateMachine; canTransitionInto = new StateMachine.States[] { StateMachine.States.Idle, StateMachine.States.Incapacitated, StateMachine.States.Routed }; }
protected override void Init() { base.Init(); canTransitionInto = new StateMachine.States[] { StateMachine.States.Idle, StateMachine.States.Incapacitated, StateMachine.States.FightOrFlight, //in case we are attacked StateMachine.States.Prompted, StateMachine.States.Dead }; }
protected override void Init() { base.Init(); canTransitionInto = new StateMachine.States[] { StateMachine.States.Idle, StateMachine.States.FightOrFlight, StateMachine.States.Incapacitated, StateMachine.States.PlayerMove, StateMachine.States.InvOpen, StateMachine.States.BattleReportOpen, StateMachine.States.Paused }; }
//should split this class up to shorten this array protected override void Init() { base.Init(); canTransitionInto = new StateMachine.States[] { StateMachine.States.FightOrFlight, StateMachine.States.Incapacitated, StateMachine.States.PlayerMove, StateMachine.States.InvOpen, StateMachine.States.Paused, StateMachine.States.Talking, StateMachine.States.Shopping, StateMachine.States.Harvesting }; }
protected override void Init() { base.Init(); canTransitionInto = new StateMachine.States[] { StateMachine.States.Idle, StateMachine.States.Talking, StateMachine.States.Incapacitated, StateMachine.States.InvOpen, StateMachine.States.PlayerMove, //StateMachine.States.FightOrFlight, //we don't want the player to automatically react to attacks StateMachine.States.Paused, StateMachine.States.Fight, StateMachine.States.Flight, StateMachine.States.Dead, StateMachine.States.Shopping, StateMachine.States.Harvesting }; }