void Awake() { isActive = false; charactersInside = new HashSet<GameObject>(); neko = GetComponentInChildren<Neko>(); vortex = GetComponentInChildren<ParticlesActivator>(); }
static void Main(string[] args) { //Kuma kuma = new Kuma(); //Console.WriteLine(kuma.a); //Console.WriteLine(Kuma.b); Neko neko = new Neko(); neko.set("cat"); neko.print(); }
public void Update(double elapsed) { _state.Update(elapsed); if (!(_state is NekoStates.AwareState) && !(_state is NekoStates.MovingState) && Neko.TrackingTargetPos.HasValue && !Neko.GetCollisionRect().Contains(Neko.TrackingTargetPos.Value)) { SetState(AwareState); } }
public NekoStateContext(Neko neko) { Neko = neko; DefaultState = new NekoStates.DefaultState(this); AwareState = new NekoStates.AwareState(this); MovingState = new NekoStates.MovingState(this); ScratchState = new NekoStates.ScratchState(this); FootState = new NekoStates.FootState(this); YawnState = new NekoStates.YawnState(this); SleepingState = new NekoStates.SleepingState(this); SetState(DefaultState); }