public override void OnNextState(IState nextState) { if (InvokerAnimotion.IsExecuting()) { game.baseStateMachine.PopState(); var wait = new WaitEndAnimationState(game, nextState); game.baseStateMachine.PushState(wait); } else { game.baseStateMachine.ChangeAndGetBack(nextState); } }
public override void OnEnter() { if (logOn) { Debug.Log("ENTER CHANGE PHASE STATE"); } //if (InvokerMotion.IsExecuting()) if (InvokerAnimotion.IsExecuting()) { //Debug.Log("Invoker Motion Is Executing"); var wait = new WaitEndAnimationState(game, this); game.baseStateMachine.PushState(wait); } }
public virtual void OnNextState(IState nextState) { // ACA DEBERIA REVISAR SI EL INVOKER MOTION ESTA EJECUTANDO... // if (InvokerMotion.IsExecuting()) if (InvokerAnimotion.IsExecuting()) { game.baseStateMachine.PopState(); var wait = new WaitEndAnimationState(game, nextState); game.baseStateMachine.PushState(wait); } else { game.baseStateMachine.ChangeAndEnterState(nextState); } }