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_Runner = new FSMRunner(gameObject); m_Runner.RegisterState <PlayerStateWorld>(); m_Runner.SetCurrentState((int)PlayerState.eWorld, "set initial state"); }
// Use this for initialization void Start() { m_Runner = new FSMRunner(gameObject); m_Runner.RegisterState <CameraStateFollowing>(); m_StateTravelling = m_Runner.RegisterState <CameraStateTravelling>(); m_Runner.RegisterState <CameraStateFixed>(); m_Runner.SetCurrentState((int)CameraState.eFollowing, "set initial state"); }
void OnTriggerEnter(Collider _col) { PlayerBehavior behavior = _col.GetComponent <PlayerBehavior>(); if (behavior != null) { if (m_CanEnterInCombat) { m_CanEnterInCombat = false; m_Runner.SetCurrentState((int)EnemyState.DeathEffect, "collision with player"); LevelMaster.GetInstance().StartBattleTransition(m_CombatSettings); } } }
public void FixedCamera() { m_Runner.SetCurrentState((int)CameraState.eFixed, "fixed camera requested"); }