public override void Active() { base.Active(); //TODO 更新コンテナに自分を入れる UpdateComponent fallComp = new C_JumpWithBoarAI(Parameter.PlayerLimitSpeed, false); entity.RegisterComponent(fallComp); entity.RegisterComponent(collider); }
protected override eStateTrans UpdateAction(Entity entity, ref IState <Entity> nextState) { if (moveComp.GetIsFall()) { entity.RemoveComponent(moveComp); UpdateComponent fallComp = new C_JumpWithBoarAI(Parameter.PlayerLimitSpeed); entity.RegisterComponent(fallComp); nextState = new JumpState_Com_Boar(gameDevice); return(eStateTrans.ToNext); } //Damage判定 if (CollitionCheck(entity)) { nextState = new EscapeState_Com_Boar(gameDevice); return(eStateTrans.ToNext); } nextState = this; return(eStateTrans.ToThis); }
protected override void Initialize(Entity entity) { jumpComp = (C_JumpWithBoarAI)entity.GetUpdateComponent("C_JumpWithBoarAI"); deadCheck = (C_EntityDeadCheck)entity.GetUpdateComponent("C_EntityDeadCheck"); }