コード例 #1
0
    virtual protected void InitState()
    {
        State idleState       = new IdleState();
        State moveState       = new MoveState();
        State attackState     = new AttackState();
        State runState        = new RunState();
        State findTargetState = new FindTargetState();
        State takeOffState    = new TakeOffState();
        State landingState    = new LandingState();

        idleState.Init(this);
        moveState.Init(this);
        attackState.Init(this);
        runState.Init(this);
        findTargetState.Init(this);
        takeOffState.Init(this);
        landingState.Init(this);

        _stateDic.Add(eState.IDLE, idleState);
        _stateDic.Add(eState.MOVE, moveState);
        _stateDic.Add(eState.RUN, runState);
        _stateDic.Add(eState.ATTACK, attackState);
        _stateDic.Add(eState.FIND_TARGET, findTargetState);
        _stateDic.Add(eState.TAKE_OFF, takeOffState);
        _stateDic.Add(eState.LANDING, landingState);
    }
コード例 #2
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    public virtual void InitState()
    {
        {
            State state = new IdleState();
            state.Init(this);
            _stateMap[eStateType.IDLE] = state;
        }
        {
            State state = new MoveState();
            state.Init(this);
            _stateMap[eStateType.MOVE] = state;
        }
        {
            State state = new AttackState();
            state.Init(this);
            _stateMap[eStateType.ATTACK] = state;
        }
        {
            State state = new DamageState();
            state.Init(this);
            _stateMap[eStateType.DAMAGE] = state;
        }
        {
            State state = new DeathState();
            state.Init(this);
            _stateMap[eStateType.DEATH] = state;
        }

        _state = _stateMap[eStateType.IDLE];
    }
コード例 #3
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    public virtual void Init(Vector3 spawnLocation, Map map, int level)
    {
        // init sr size values
        if (!overrideSrSize)
        {
            srSize = sr.bounds.size;
        }
        // init abilities
        InitAbilities();
        if (OnEnemyInit != null)
        {
            OnEnemyInit();
        }
        // init default values
        DEFAULT_LAYER = body.gameObject.layer;
        DEFAULT_SPEED = body.moveSpeed;

        this.level    = level;
        this.map      = map;
        maxHealth     = EnemyHealthEquation(level, baseHealth);      // calculate health based on level
        health        = maxHealth;
        deathPropPool = ObjectPooler.GetObjectPooler("DeathProp");   // instantiate set object pooler

        // init movement and action
        movementMethod.Init(this, player);
        action.Init(this, ToMoveState);

        Spawn(spawnLocation);
    }
コード例 #4
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    virtual protected void InitState()
    {
        State idleState = new IdleState();

        idleState.Init(this);
        _stateDictionary.Add(eState.IDLE, idleState);

        State moveState = new MoveState();

        moveState.Init(this);
        _stateDictionary.Add(eState.MOVE, moveState);

        State attackState = new AttackState();

        attackState.Init(this);
        _stateDictionary.Add(eState.ATTACK, attackState);

        State chaseState = new ChaseState();

        chaseState.Init(this);
        _stateDictionary.Add(eState.CHASE, chaseState);

        State patrolState = new PatrolState();

        patrolState.Init(this);
        _stateDictionary.Add(eState.PATROL, patrolState);
    }
コード例 #5
0
    virtual protected void InitState()
    {
        State moveState   = new MoveState();
        State attackState = new AttackState();
        State hitState    = new HitState();


        State skillOneState   = new SkillOne();
        State skillTwoState   = new SkillTwo();
        State skillThreeState = new SkillThree();
        State idleState       = new IdleState();



        moveState.Init(this);
        attackState.Init(this);
        hitState.Init(this);
        skillOneState.Init(this);
        skillTwoState.Init(this);
        skillThreeState.Init(this);
        idleState.Init(this);


        _stateDic.Add(eSTATE.MOVE, moveState);
        _stateDic.Add(eSTATE.ATTACK, attackState);
        _stateDic.Add(eSTATE.HIT, hitState);
        _stateDic.Add(eSTATE.SKILLONE, skillOneState);
        _stateDic.Add(eSTATE.SKILLTWO, skillTwoState);
        _stateDic.Add(eSTATE.SKILLTHREE, skillThreeState);
        _stateDic.Add(eSTATE.IDLE, idleState);
    }
コード例 #6
0
    virtual protected void InitState()
    {
        {
            State state = new IdleState();
            state.Init(this);
            _stateMap[eStateType.IDLE] = state;
        }

        {
            State state = new MoveState();
            state.Init(this);
            _stateMap[eStateType.MOVE] = state;
        }

        {
            State state = new AttackState();
            state.Init(this);
            _stateMap[eStateType.ATTACK] = state;
        }

        {
            State state = new DamageState();
            state.Init(this);
            _stateMap[eStateType.DAMAGE] = state;
        }

        {
            State state = new DeadState();
            state.Init(this);
            _stateMap[eStateType.DEAD] = state;
        }

        _state = _stateMap[eStateType.IDLE];
    }
コード例 #7
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    virtual protected void InitState()
    {
        State idleState        = new IdleState();
        State moveState        = new MoveState();
        State interactionState = new InteractionState();

        idleState.Init(this);
        moveState.Init(this);
        interactionState.Init(this);

        _stateDic.Add(eState.IDLE, idleState);
        _stateDic.Add(eState.MOVE, moveState);
        _stateDic.Add(eState.INTERACTION, interactionState);
    }
コード例 #8
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    virtual protected void InitState()
    {
        State idlestate       = new IdleState();
        State movestate       = new MoveState();
        State attackstate     = new AttackState();
        State findTargetstate = new FindTargetState();

        idlestate.Init(this);
        movestate.Init(this);
        attackstate.Init(this);
        findTargetstate.Init(this);

        _stateDic.Add(eState.IDLE, idlestate);
        _stateDic.Add(eState.MOVE, movestate);
        _stateDic.Add(eState.ATTACK, attackstate);
        _stateDic.Add(eState.FIND_TARGET, findTargetstate);
    }
コード例 #9
0
ファイル: Character.cs プロジェクト: PhenomJ/3D_Unity_Game
    virtual protected void InitState()
    {
        State idleState   = new IdleState();
        State moveState   = new MoveState();
        State attackState = new AttackState();
        State chaseState  = new ChaseState();


        idleState.Init(this);
        moveState.Init(this);
        attackState.Init(this);
        chaseState.Init(this);

        _stateList.Add(eState.IDLE, idleState);
        _stateList.Add(eState.MOVE, moveState);
        _stateList.Add(eState.ATTACK, attackState);
        _stateList.Add(eState.CHASE, chaseState);
    }
コード例 #10
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    override protected void InitState()
    {
        base.InitState();



        State attackState = new PlayerAttackState();

        attackState.Init(this);
        _stateDic[eSTATE.ATTACK] = attackState;

        State moveState = new MoveState();

        moveState.Init(this);
        _stateDic[eSTATE.MOVE] = moveState;

        State hitState = new PlayerHitState();

        hitState.Init(this);
        _stateDic[eSTATE.HIT] = hitState;

        State skillOneState = new SkillOne();

        skillOneState.Init(this);
        _stateDic[eSTATE.HIT] = skillOneState;


        State skillTwoState = new SkillTwo();

        skillTwoState.Init(this);
        _stateDic[eSTATE.HIT] = skillTwoState;

        State skillThreeState = new SkillThree();

        skillThreeState.Init(this);
        _stateDic[eSTATE.HIT] = skillThreeState;

        State idleState = new PlayerIdleState();

        idleState.Init(this);
        _stateDic[eSTATE.IDLE] = idleState;
    }
コード例 #11
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    virtual protected void InitState()
    {
        //데이터 주도 프로그래밍: 스크립트로 다 빼기
        State idleState   = new IdleState();
        State moveState   = new MoveState();
        State chaseState  = new ChaseState();
        State attackState = new AttackState();
        State patrolState = new PatrolState();

        idleState.Init(this);
        moveState.Init(this);
        chaseState.Init(this);
        attackState.Init(this);
        patrolState.Init(this);

        _stateMap.Add(eState.IDLE, idleState);
        _stateMap.Add(eState.MOVE, moveState);
        _stateMap.Add(eState.CHASE, chaseState);
        _stateMap.Add(eState.ATTACK, attackState);
        _stateMap.Add(eState.PATROL, patrolState);
    }
コード例 #12
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 public override void Init(Enemy e, EnemyAction.OnActionStateChanged onActionFinished)
 {
     base.Init(e, onActionFinished);
     conditionalMoveState.Init(e, e.player);
 }