//public void Jump(PlayerMoveDir jumpDir) //{ // Debug.Log("Player Jump: " + jumpDir.ToString()); // m_MoveDir = jumpDir; // SetState(PlayerStateID.Jump); //} //private void Move() //{ // Debug.Log("Player Move"); // SetState(PlayerStateID.Move); //} private void SetState(PlayerStateID state) { if (m_PlayerStateMachine.currentStateID == state) { return; } Log.i("Player change state to : " + state.ToString()); m_PlayerStateMachine.SetCurrentStateByID(state); }
public PlayerState(PlayerStateID stateEnum) { stateID = stateEnum; }
public PlayerStateFall(PlayerStateID stateEnum) : base(stateEnum) { }
private void RegisterPlayerState(PlayerStateID id, PlayerState state) { state.stateID = id; RegisterState(id, state); }
public PlayerStateMove(PlayerStateID stateEnum) : base(stateEnum) { }
public PlayerStateDead(PlayerStateID stateEnum) : base(stateEnum) { }
public PlayerStateJump(PlayerStateID stateEnum) : base(stateEnum) { }