internal Element() { m_visible = true; m_parent = null; m_children = new ConcurrentBag <Element>(); m_position = Vector2.Zero; m_size = Vector2.One; m_state = e_State.Normal; m_subMenuDirectory = string.Empty; }
// Update is called once per frame void Update() { switch (gameState) { case e_State.Pause: //Waiting break; case e_State.Play: spoutPourTime -= Time.deltaTime; if (spoutPourTime <= 0) { spout.TurnOff(); if (HasWon()) { if (isEndless) { EndlessRunIncrement(); break; } gameState = e_State.Drink; break; } else { if (isEndless) { LoseEndless(); } else { LoseNormal(); } } } //player.GetComponent<CameraUpdate> ().UpdateCamera (GetDrunkForceValue(), Input.acceleration.x); break; case e_State.Drink: //Do some shit here Rhys break; } }
void SetProperty( e_State state, int def, int vigour, int capacity, Vector2 location, float enemyTroops, float playerTroops, float schedule) { SetInitState(state); _DEF = def; _vigour = vigour; _capacity = capacity; _location = location; _enemyTroops = enemyTroops; _playerTroops = playerTroops; _schedule = schedule; }
void SetInitState(e_State state) { _fsmState = _fsm.GetState(state); _fsmState.OnEnter(); }
public void SetState_Rush() { playerState = e_State.Rush; }
public void SetState_Jump() { playerState = e_State.Jump; }
public void SetState_Stern() { playerState = e_State.Stern; }
public void SetState_Die() { playerState = e_State.Die; Destroy(this.gameObject); }
public void SetState_None() { playerState = e_State.None; }
public void StartGame() { gameState = e_State.Play; spout.TurnOn(); }