public SwimJoystickRightState(Tutorial context, ChainedState _back) : base(context) { back = _back; next = new SwimAccelerometerUpState(context, this); defaulControl = context.playerControl.controlType; }
public SwimJoystickState(Tutorial context, ChainedState _back) : base(context) { back = _back; next = new BoostState(context, this); defaulControl = context.playerControl.controlType; }
public RefuilingState(Tutorial context, ChainedState _back) : base(context) { back = _back; next = new FinalState(context); }
public SwimAccelerometerDownState(Tutorial context, ChainedState _back) : base(context) { back = _back; next = new BoostState(context, this); defaulControl = context.playerControl.controlType; }
public PraiseState(Tutorial _context, ChainedState _parent) : base(_context) { parent = _parent; startTime = Time.time; Rect crosshair = context.crosshairGUI.GetScreenRect(); float center = crosshair.x + crosshair.width/2; const float width = 50; rectGood = new Rect(center - width/2, 120, width, 20); }
public HealthState(Tutorial context, ChainedState _back) : base(context) { back = _back; next = new RefuilingState(context, this); }
public FireState(Tutorial context, ChainedState _back) : base(context) { back = _back; next = new HealthState(context, this); }
public ChainedState(Tutorial _context, ChainedState _back, ChainedState _next) : base(_context) { back = _back; next = _next; const float margin = 80; const float width = 60; float top = context.gameMaster.isFreeVersion ? 80 : 30; rectBack = new Rect(margin, top, width, 30); rectNext = new Rect(Screen.width - (width + margin), top, width, 30); rectSkip = new Rect((Screen.width - width)/2, top, width, 30); }
public BoostState(Tutorial context, ChainedState _back) : base(context) { back = _back; next = new FireState(context, this); }