예제 #1
0
        protected override eStateTrans UpdateAction(Entity entity, ref IState <Entity> nextState)
        {
            UpdateAttack(entity);
            if (CheckAttackEnd(entity))
            {
                nextState = new FlyState_Com_Eagle(gameDevice);
                return(eStateTrans.ToNext);
            }

            if (deadCheck.IsDead())
            {
                entity.DeActive();
            }

            nextState = this;
            return(eStateTrans.ToThis);
        }
예제 #2
0
        protected override eStateTrans UpdateAction(Entity entity, ref IState <Entity> nextState)
        {
            if (jumpComp.GetIsLand())
            {
                UpdateComponent moveComp = new C_MoveWithBoarAI(Parameter.PlayerLimitSpeed);
                entity.RemoveComponent(jumpComp);
                entity.RegisterComponent(moveComp);

                nextState = new MoveState_Com_Boar(gameDevice);
                return(eStateTrans.ToNext);
            }
            if (deadCheck.IsDead())
            {
                entity.RemoveComponent(jumpComp);
                nextState = new DeathState_Com("Bom", gameDevice);
                return(eStateTrans.ToNext);
            }
            nextState = this;
            return(eStateTrans.ToThis);
        }
예제 #3
0
 private bool CollitionCheck(Entity entity)
 {
     if (deadCheck.IsDead())
     {
         return(true);
     }
     collider = entity.GetColliderComponent("Player");
     if (collider == null)
     {
         return(false);
     }
     if (collider.IsThrough("Boar"))
     {
         return(true);
     }
     if (collider.ThroughStart("Eagle"))
     {
         energy.Damage(5);
         return(energy.IsDead());
     }
     return(false);
 }
예제 #4
0
 private bool CollitionCheck(Entity entity)
 {
     if (deadCheck.IsDead())
     {
         return(true);
     }
     if (playerState.IsHidden)
     {
         return(false);
     }
     collider = entity.GetColliderComponent("Squirrel");
     if (collider == null)
     {
         return(false);
     }
     if (collider.IsThrough("Boar") || collider.IsThrough("WastelandDamage"))
     {
         entity.RemoveComponent(moveComp);
         collider.DeActive();
         return(true);
     }
     return(false);
 }