예제 #1
0
 public override void OnStateTrigger(string message)
 {
     if (_PassThroughTrigger && _StateMachine != null)
     {
         _StateMachine.SendTrigger(message);
     }
 }
예제 #2
0
 public override void OnStateTrigger(string message)
 {
     if (_PassThroughTrigger && _RuntimeFSM != null)
     {
         _RuntimeFSM.SendTrigger(message);
     }
 }
예제 #3
0
        public override void OnStateBegin()
        {
            ArborFSM target = _Target.value as ArborFSM;

            if (target != null)
            {
                target.SendTrigger(_Message.value);
            }
        }
예제 #4
0
        private void Bind()
        {
            // GetItem
            _itemCreaterPresenter.OnGetItem.Subscribe(entity =>
            {
                _specialItemEffectComponent.InvokeEffect(entity.ItemMode);
                _itemTextCreaterComponent.CreateText(entity);
                _sePresenter.PlaySound(entity.SEScene);
                _effectCreaterComponent.CreateEffect(entity.FXCreateEntity);
            });

            // CreatedHoppingCharacter
            _hoppingCharaCreaterComponent.OnCreateCharacter.Subscribe(createdChara =>
            {
                Debug.Log("Create");
                _gameSystemModel.AddLeaveCount();
            });

            // MissCharacter
            _hoppingCharaCreaterComponent.OnCharacterMiss.Subscribe(missChara =>
            {
                Debug.Log("Miss");
                _gameSystemModel.ReduceLeaveCount();
                _effectCreaterComponent.CreateEffect(missChara.FXCreateEntity);
            });

            // HoppedCharacter
            _hoppingCharaCreaterComponent.OnHopCharacter.Subscribe(fxEntity =>
            {
                _effectCreaterComponent.CreateEffect(fxEntity);
            });

            // AllMissed
            _gameSystemModel.AllCharacterMiss.Subscribe(_ =>
            {
                Debug.Log("AllMiss");
                arborFSM.SendTrigger(TriggerNameList.ALLMISS);
            });
        }