protected override void Start() { base.Start(); benchState = new StateSetter(this, null, BenchUpdate, null, BenchCancel, StateSetter.SetStrength.Medium); restLogo.SetActive(false); swathe = Player.instance; }
/// <summary> /// この状況に入る時最初何かするか(一回のみ) /// </summary> /// <param name="setter"></param> public override void PreUpdate(StateSetter setter) { StateExampleState state_ = (StateExampleState)setter; Debug.Log("State C"); state_.ChangeState(StateExampleState.StateExampleStates.StateExampleEnd.ToString()); }
protected override void Awake() { base.Awake(); speedReducer = new FloatModifier(speedReductionPercent, FloatModifier.FloatModType.PercentMult, this); Action FocusHealInterUpdate = aEntity.BaseActionUpdate; FocusHealInterUpdate += FocusHealUpdate; focusState = new StateSetter(this, FocusHealthControl, FocusHealInterUpdate, aEntity.BaseActionFixedUpdate, CancelFocusHeal); }
/// <summary> /// 魂を初期化処 /// </summary> /// <param name="playerMoveEngine">プレイヤー移動状況</param> /// <param name="id">プレイヤーId</param> public void Initial(T target, StateManager manager, StateSetter setter) { host_ = target; MyStateMachine = manager.GetStateMachine(); if (MyStateMachine != null) { MyStateMachine.BindCharacter(setter); } ChangeState(InitiaStateID.ToString()); }
// Start is called before the first frame update void Awake() { respawnState = new StateSetter(this, null, null, null, StateSetter.SetStrength.Strong); RespawnData newMajor = new RespawnData() { sceneName = SceneManager.GetActiveScene().name, respawnPosition = Player.instance.transform.position }; MajorRespawnData = newMajor; }
protected override void Start() { base.Start(); npcTalkSetter = new StateSetter(this, null, Player.instance.BaseActionUpdate, Player.instance.BaseActionFixedUpdate, StateSetter.SetStrength.Medium); swathe = Player.instance; interactIndicator.SetActive(false); if (conversation.isAutomatic) { moveDuringConvo = true; } }
private void Awake() { if (controller == null) { controller = new FloatModifier(0, FloatModifier.FloatModType.Flat, this); } boxCollider = GetComponent <BoxCollider2D>(); transitionState = new StateSetter(this, null, Player.instance.BaseActionUpdate, Player.instance.BaseActionFixedUpdate, StateSetter.SetStrength.Strong); transitionStateUp = new StateSetter(this, null, null, null, StateSetter.SetStrength.Strong); PositionExit(); OrientMoveVector(); }
public void ChangeState(BasePlayer player, GUIElementBase definition, StateSetter setter) { var state = setter.Invoke(GetState(player, definition)); if (state == null) { return; } _states[player][GetElementHash(definition)] = state; foreach (var kvp in state) { definition.GetType().GetProperty(kvp.Key, BindingFlags.Instance | BindingFlags.Public).SetValue(definition, kvp.Value); } }
public override void Create() { for (int i = 0; i < pages.Length; i++) { pages[i].setter = setter; pages[i].story = this; SafeInsert(pages[i]); } if (state == null) { state = GetComponent <StateSetter>(); } started = false; currentPage = 0; }
protected virtual void Awake() { entityRB2D = this.GetComponent <Rigidbody2D>(); entityBC2D = this.GetComponent <BoxCollider2D>(); groundMask = (1 << LayerMask.NameToLayer("Ground - Soft")) | (1 << LayerMask.NameToLayer("Ground - Hard")); healthControl = GetComponent <HealthControl>(); healthControl.onHitAlive += HitReactionOnAlive; healthControl.onHitDeath += PhysicsCleanUpOnDeath; knockbackControl = GetComponent <KnockbackControl>(); waitForNotPaused = new WaitUntil(() => !isPaused); currentTerminalVelocity = originalTerminalVelocity; originalState = new StateSetter(this, BaseActionControl, BaseActionUpdate, BaseActionFixedUpdate); SetLivingEntityState(originalState, true); }
public bool SetLivingEntityState(StateSetter setter, bool ignoreStrength) { if (currentController == null || ignoreStrength || currentController.setStrength <= setter.setStrength) { if (currentController != null) { currentController.CancelState(); } if (setter.nullsOverride) { SetControlMethod = setter.ControlMethod; SetActionUpdateMethod = setter.UpdateMethod; SetActionFixedUpMethod = setter.FixedUpdateMethod; } else { if (setter.ControlMethod != null) { SetControlMethod = setter.ControlMethod; } if (setter.UpdateMethod != null) { SetActionUpdateMethod = setter.UpdateMethod; } if (setter.FixedUpdateMethod != null) { SetActionFixedUpMethod = setter.FixedUpdateMethod; } } currentController = setter; return(true); } else { setter.CancelState(); } return(false); }
/// <summary> /// この状況から別の状態に遷移する時、最後何かするか(一回のみ) /// </summary> /// <param name="setter"></param> public override void PostUpdate(StateSetter setter) { StateExampleState state_ = (StateExampleState)setter; }
protected override void Awake() { base.Awake(); dashState = new StateSetter(this, DashControl, null, DashMain, CancelState, StateSetter.SetStrength.Weak); currentDashCharge = maxDashCharge; }
//誰か利用しているを確認する public void BindCharacter(StateSetter iCharacter) { this.MyCharacter = iCharacter; }
virtual public void Update(StateSetter setter) { }
/// <summary> /// Auto Upate by StateExample.cs (Loop) /// </summary> /// <param name="setter"></param> public override void Update(StateSetter setter) { StateExampleState state_ = (StateExampleState)setter; state_.ChangeState(StateExampleState.StateExampleStates.StateExampleStateA.ToString()); }
/// <summary> /// この状況に入る時最初何かするか(一回のみ) /// </summary> /// <param name="setter"></param> public override void PreUpdate(StateSetter setter) { StateExampleState state_ = (StateExampleState)setter; Debug.Log("State Start"); }