コード例 #1
0
 public void Update()
 {
     if (CurrentState != _state)
     {
         PreviousState = CurrentState;
     }
     CurrentState = _state;
 }
コード例 #2
0
        public void SetState(IState state)
        {
            if (state is State_Attacking)
            {
                _state = State_enum.State_Attacking;
            }
            if (state is State_Died)
            {
                _state = State_enum.State_Dead;
            }
            if (state is State_Falling)
            {
                _state = State_enum.State_Falling;
            }
            if (state is State_Hit)
            {
                _state = State_enum.State_Hit;
            }
            if (state is State_Jumped)
            {
                _state = State_enum.State_Jumped;
            }
            if (state is State_Jumping)
            {
                _state = State_enum.State_Jumping;
            }
            if (state is State_Landing)
            {
                _state = State_enum.State_Landing;
            }
            if (state is State_Running)
            {
                _state = State_enum.State_Running;
            }
            if (state is State_RunningAndJumping)
            {
                _state = State_enum.State_RunJumping;
            }

            if (state is State_Spawning)
            {
                _state = State_enum.State_Spawning;
            }

            if (state is State_Standing)
            {
                _state = State_enum.State_Standing;
            }

            State = state;
        }
コード例 #3
0
 public void Awake()
 {
     Playerone            = GetComponent <PlayerOne>();
     animationcontroller_ = GetComponent <IAnimationController>();
     combocontroller      = GameObject.Find("HitBoxes").GetComponent <ComboController>();
     State_Spawning       = new State_Spawning(this);
     State_Running        = new State_Running(this);
     State_Standing       = new State_Standing(this);
     State_Hit            = new State_Hit(this);
     State_Falling        = new State_Falling(this);
     State_Landing        = new State_Landing(this);
     State_Dead           = new State_Died(this);
     State_Jumping        = new State_Jumping(this);
     State_RunJumping     = new State_RunningAndJumping(this);
     State_Attacking      = new State_Attacking(this);
     State_Jumped         = new State_Jumped(this);
     State        = State_Spawning;
     _state       = State_enum.State_Spawning;
     CurrentState = _state;
 }