public override IActorState toNextState(EActorAction action) { IActorState result = null; if (action == EActorAction.HERO_ONAIR_DOWN) { result = new HeroActorState_OnAir_Down(actor); } else if (action == EActorAction.HERO_ONAIR_UP) { result = new HeroActorState_OnAir_Up(actor); } else if (action == EActorAction.HERO_SHIN) { result = new HeroActorState_Shin(actor); } else if (action == EActorAction.HERO_CATCHPOINT) { result = new HeroActorState_CatchPoint(actor); } else if (action == EActorAction.HERO_ATTACK) { result = new HeroActorState_Attack(actor); } return(result); }
public override IActorState toNextState(EActorAction action) { IActorState result = null; if(action == EActorAction.HERO_IDLE){ result = new HeroActorState_Idle(actor); } return result; }
public override IActorState toNextState(EActorAction action) { IActorState result = null; if (action == EActorAction.HERO_IDLE) { result = new HeroActorState_Idle(actor); } return(result); }
public override IActorState toNextState(EActorAction action) { IActorState result = null; if(action == EActorAction.HERO_ONAIR_UP){ result = new HeroActorState_OnAir_Up(actor); }else if(action == EActorAction.HERO_ONAIR_DOWN){ result = new HeroActorState_OnAir_Down(actor); } return result; }
public override IActorState toNextState(EActorAction action) { IActorState result = null; if (action == EActorAction.HERO_ONAIR_UP) { result = new HeroActorState_OnAir_Up(actor); } else if (action == EActorAction.HERO_ONAIR_DOWN) { result = new HeroActorState_OnAir_Down(actor); } return(result); }
public override IActorState toNextState(EActorAction action) { IActorState result = null; if (action == EActorAction.NPC_IDLE) { result = new NPCActorState_Idle(actor); } else if (action == EActorAction.NPC_WALK) { result = new NPCActorState_Walk(actor); } else if (action == EActorAction.NPC_DIE) { result = new NPCActorState_Die(actor); } return(result); }
public override IActorState toNextState(EActorAction action) { IActorState result = null; return(result); }
public virtual IActorState toNextState(EActorAction action) { return(null); }
public override IActorState toNextState(EActorAction action) { IActorState result = null; if(action == EActorAction.NPC_IDLE){ result = new NPCActorState_Idle(actor); } else if(action == EActorAction.NPC_WALK){ result = new NPCActorState_Walk(actor); } else if(action == EActorAction.NPC_DIE){ result = new NPCActorState_Die(actor); } return result; }
public override IActorState toNextState(EActorAction action) { IActorState result = null; return result; }
public virtual IActorState toNextState(EActorAction action) { return null; }
public override IActorState toNextState(EActorAction action) { IActorState result = null; if(action == EActorAction.HERO_ONAIR_DOWN){ result = new HeroActorState_OnAir_Down(actor); } else if(action == EActorAction.HERO_ONAIR_UP){ result = new HeroActorState_OnAir_Up(actor); }else if(action == EActorAction.HERO_SHIN){ result = new HeroActorState_Shin(actor); }else if(action == EActorAction.HERO_CATCHPOINT){ result = new HeroActorState_CatchPoint(actor); }else if(action == EActorAction.HERO_ATTACK){ result = new HeroActorState_Attack(actor); } return result; }
public IActorAction(EActorAction actiontype) { this.actiontype = actiontype; }