void SetState() { switch (m_synclocalHumanState) { case (int)StateID.BIKURI: m_human.PStateMachine.ChangeState(CHumanState_Bikuri.Instance()); break; case (int)StateID.CARRY: m_human.PStateMachine.ChangeState(CHumanState_Carry_Motion.Instance()); break; case (int)StateID.DASH: m_human.PStateMachine.ChangeState(CHumanState_Dash_Motion.Instance()); break; case (int)StateID.DEAD: m_human.PStateMachine.ChangeState(CHumanState_Dead.Instance()); break; case (int)StateID.GET: m_human.PStateMachine.ChangeState(CHumanState_Get.Instance()); break; case (int)StateID.ITEM: m_human.PStateMachine.ChangeState(CHumanState_Item.Instance()); break; case (int)StateID.MAIN: m_human.PStateMachine.ChangeState(CHumanState_Main.Instance()); break; case (int)StateID.MOVE: m_human.PStateMachine.ChangeState(CHumanState_Move_Motion.Instance()); break; case (int)StateID.SET: m_human.PStateMachine.ChangeState(CHumanState_Set.Instance()); break; case (int)StateID.USE: m_human.PStateMachine.ChangeState(CHumanState_Use.Instance()); break; } switch (m_syncGlobalHumanState) { case (int)StateID.PANIK: m_human.PStateMachine.SetGlobalStateState(CHumanState_Perception.Instance()); break; case (int)StateID.WAIT: m_human.PStateMachine.SetGlobalStateState(CHumanState_Wait.Instance()); break; } }
public override void Execute(CHuman human) { if (human.Dead == false) { human.AnimatorEDT.SetInteger("GState", 0); if (human.LightOn == true) { human.PlusStrength(human.Strength); } if (human.Ghost != null) { float lenth = (human.transform.position - human.Ghost.transform.position).magnitude; if (lenth <= human.Area) { human.PStateMachine.ChangeGlobalState(CHumanState_Perception.Instance()); human.AnimatorEDT.SetInteger("GState", 1); } } if (human.DummyGhost != null) { foreach (GameObject obj in human.DummyGhost) { if (obj != null) { if (obj.GetComponent <DummyGhost>() != null) { if (obj.GetComponent <DummyGhost>().IsAct == true) { float lenth = (human.transform.position - obj.transform.position).magnitude; if (lenth <= human.Area) { human.PStateMachine.SetGlobalStateState(CHumanState_Perception.Instance()); human.AnimatorEDT.SetInteger("GState", 1); } } } } } } } }