public void reset() { this.unitSelected = null; this.attacker = null; this.defender = null; this.nextState = 0; this.isSummoningOpAvailabel = false; }
public void initStates() { this._curStateId = 0; this._states = new Dictionary<BattleConsts.BattleState, BattleStateBase>(); this._states.Add(BattleConsts.BattleState.InitGame, new InitGameState(this)); this._states.Add(BattleConsts.BattleState.TurnStartPhase, new TurnStartPhaseState(this)); this._states.Add(BattleConsts.BattleState.StandbyPhase, new StandbyPhaseState(this)); this._states.Add(BattleConsts.BattleState.MainPhase_Idle, new MainPhaseIdleState(this)); this._states.Add(BattleConsts.BattleState.MainPhase_SelectUnitAction, new MainPhaseSelectUnitActionState(this)); this._states.Add(BattleConsts.BattleState.MainPhase_SelectMovePath, new MainPhaseSelectMovePathState(this)); this._states.Add(BattleConsts.BattleState.MainPhase_MoveUnit, new MainPhaseMoveUnitState(this)); this._states.Add(BattleConsts.BattleState.MainPhase_SelectAttackTarget, new MainPhaseSelectAttackTargetState(this)); this._states.Add(BattleConsts.BattleState.MainPhase_UnitAttack, new MainPhaseUnitAttackState(this)); this._states.Add(BattleConsts.BattleState.MainPhase_CounterAttack, new MainPhaseCounterAttackState(this)); this._states.Add(BattleConsts.BattleState.MainPhase_SummoningUnit, new MainPhaseSummonUnitState(this)); this._states.Add(BattleConsts.BattleState.Processing, new ProcessingState(this)); }
public override void update() { if (this._curStateId != this._nextStateId) { Debug.Log("MainPhase : cur state " + this._curStateId + " ----> next state " + this._nextStateId); if (this._curState != null) { this._curState.onStateExit(); } this._subStates.TryGetValue(this._nextStateId, out this._curState); this._curStateId = this._nextStateId; if (this._curState != null) { this._curState.onStateEnter(); } } if (this._curState != null) { this._curState.update(); } }
public void setState(BattleConsts.BattleState stateId) { this._nextStateId = stateId; }