public void StartBattleTransition(BaseEnemy_CombatSettings _combatSettings) { LevelMaster.GetInstance().FreezeAll(); PlayerBehavior bhv = GameObjectHelper.getPlayer().GetComponent <PlayerBehavior>(); bhv.m_InputEnabled = false; m_EnemyCombatSettings = _combatSettings; m_Runner.SetCurrentState((int)LevelMasterState.ActivateBattleUI, "transition requested"); }
// Use this for initialization void Start() { m_WorldSettings = GetComponent <BaseEnemy_WorldSettings>(); m_CombatSettings = GetComponent <BaseEnemy_CombatSettings>(); m_Runner = new FSMRunner(gameObject); m_Runner.RegisterState <BaseEnemy_State_Birth>(); m_Runner.RegisterState <BaseEnemy_State_Life>(); m_Runner.RegisterState <BaseEnemy_State_Death>(); m_Runner.RegisterState <BaseEnemy_State_EndOfDeath>(); m_Runner.RegisterState <BaseEnemy_State_Idle>(); if (m_WorldSettings.m_BirthEffect != null) { Transform instance = (Transform)Instantiate(m_WorldSettings.m_BirthEffect, transform.position, Quaternion.identity); instance.parent = transform; m_BirthEffectInstance = instance.gameObject; m_BirthEffectInstance.SetActive(false); } if (m_WorldSettings.m_DeathEffect) { Transform instance = (Transform)Instantiate(m_WorldSettings.m_DeathEffect, transform.position, Quaternion.identity); instance.parent = transform; m_DeathEffectInstance = instance.gameObject; m_DeathEffectInstance.SetActive(false); } switch (m_AIMode) { case AIMode.DrivenBySpawner: m_Runner.StartState((int)EnemyState.Birth); break; case AIMode.Idle: m_Runner.StartState((int)EnemyState.Idle); break; default: Debug.LogError(string.Format("The AI mode {0} is not supported.", m_AIMode)); break; } //m_Runner.StartState((int)EnemyState.Birth); EnabledWorldMeshRenderer(false); m_CanEnterInCombat = true; }