private void OnGoToNextStage() { if (elapsedStage > 1) { SumStageScore(); } currentBehaviourState = Character.BehaviourState.IDLE; }
//Initialize Methods of Class private void Init() { prefab_inputArea = Resources.Load("Prefabs/InputArea") as GameObject; uiRoot = GameObject.Find("UI Root").transform; inputArea = Instantiate(prefab_inputArea, uiRoot); inputBtn = inputArea.transform.GetChild(0).gameObject; inputArea.SetActive(false); currentState = Character.BehaviourState.INIT; rb2D = gameObject.GetComponent <Rigidbody2D>(); playerInf = gameObject.GetComponent <PlayerInf>(); }
private IEnumerator CheckStage() { do { if (currentStage != stageManagement.GetStage()) { currentStage = stageManagement.GetStage(); currentBehaviourState = Character.BehaviourState.GO_TO_NEXT_STAGE; } yield return(null); } while (currentState != GameManagement.GameState.GAMEOVER); }
private IEnumerator CheckBehaviourState() { do { if (previousBehaviourState != currentBehaviourState) { previousBehaviourState = currentBehaviourState; switch (currentBehaviourState) { case Character.BehaviourState.IDLE: break; case Character.BehaviourState.GO_TO_NEXT_STAGE: OnGoToNextStage(); break; default: break; } } yield return(null); } while (true); }
private void MovePlayer() { if (currentGameState == GameManagement.GameState.PLAY && currentState != Character.BehaviourState.INIT && currentState != Character.BehaviourState.DIE && currentState != Character.BehaviourState.FINALIZE) { if (isFingerPressed) { rb2D.position += ((inputDir / INPUT_AREA_RADIUS) * Time.deltaTime * moveSpeed) * Time.fixedDeltaTime; if (currentState != Character.BehaviourState.DAMAGED) { currentState = Character.BehaviourState.MOVE; playerInf.SetCurrentState(currentState); } } else { if (currentState != Character.BehaviourState.DAMAGED) { currentState = Character.BehaviourState.IDLE; playerInf.SetCurrentState(currentState); } } } }
//BehaviourState State Machine Callback Methods private void OnGoToNextStage() { enemyCountOfStage += GetEnemyCountOfStage(); MakeEnemys(enemyCountOfStage, currentStage); currentBehaviourState = Character.BehaviourState.IDLE; }
public void SetCurrentBehaviourState(Character.BehaviourState state) { this.currentBehaviourState = state; }