예제 #1
0
    public override IActorState toNextState(EActorAction action)
    {
        IActorState result = null;

        if (action == EActorAction.HERO_IDLE)
        {
            result = new HeroActorState_Idle(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);
    }
예제 #2
0
파일: IActorState.cs 프로젝트: hihijack/ASN
 public override IActorState toNextState(EActorAction action)
 {
     IActorState result = null;
     if(action == EActorAction.HERO_IDLE){
         result = new HeroActorState_Idle(actor);
     }
     return result;
 }
예제 #3
0
 void Start()
 {
     isEnermy   = false;
     actor_type = EActorType.Hero;
     cc         = GetComponent <CharacterController>();
     ani_sprite = GetComponent <tk2dAnimatedSprite>();
     state      = new HeroActorState_Idle(this);
     gameView   = GameObject.Find("CPU").GetComponent <GameView>();
 }
예제 #4
0
    public override IActorState toNextState(EActorAction action)
    {
        IActorState result = null;

        if (action == EActorAction.HERO_IDLE)
        {
            result = new HeroActorState_Idle(actor);
        }
        return(result);
    }
예제 #5
0
파일: IActorState.cs 프로젝트: hihijack/wqz
 public override IActorState toNextState(EFSMAction action)
 {
     IActorState result = null;
     if(action == EFSMAction.HERO_IDLE){
         result = new HeroActorState_Idle(actor);
     }else if(action == EFSMAction.HERO_DIE){
         result = new HeroActorState_Dead(actor);
     }else if(action == EFSMAction.HERO_RUN){
         result = new HeroActorState_Run(actor);
     }
     return result;
 }
예제 #6
0
    public override IActorState toNextState(EActorAction action)
    {
        IActorState result = null;

        if (action == EActorAction.HERO_IDLE)
        {
            result = new HeroActorState_Idle(actor);
        }
        else 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);
        }
        else if (action == EActorAction.HERO_ATTACK)
        {
            result = new HeroActorState_Attack(actor);
        }
        return(result);
    }
예제 #7
0
 void Start()
 {
     isEnermy = false;
     actor_type = EActorType.Hero;
     cc = GetComponent<CharacterController>();
     state = new HeroActorState_Idle(this);
     gameView = GameObject.Find("CPU").GetComponent<GameView>();
 }
예제 #8
0
 public override IActorState toNextState(EFSMAction action)
 {
     IActorState result = null;
     if(action == EFSMAction.HERO_IDLE){
         result = new HeroActorState_Idle(actor);
     }else if(action == EFSMAction.HERO_ONAIR_UP){
         result = new HeroActorState_OnAir_Up(actor);
     }else if(action == EFSMAction.HERO_ONAIR_DOWN){
         result = new HeroActorState_OnAir_Down(actor);
     }
     return result;
 }
예제 #9
0
파일: IActorState.cs 프로젝트: hihijack/ASN
 public override IActorState toNextState(EActorAction action)
 {
     IActorState result = null;
     if(action == EActorAction.HERO_IDLE){
         result = new HeroActorState_Idle(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;
 }
예제 #10
0
파일: Hero.cs 프로젝트: hihijack/cubeworld
 //============================================================================================================
 void Start()
 {
     isEnermy = false;
     actor_type = EActorType.Hero;
     cc = GetComponent<CharacterController>();
     state = new HeroActorState_Idle(this);
     gameView = GameObject.Find("CPU").GetComponent<GameView>();
     anim = Tools.GetComponentInChildByPath<Animation>(gameObject,"model");
 }
예제 #11
0
파일: Hero.cs 프로젝트: hihijack/wqz
    // buff start
    // buff end
    void Start()
    {
        base.Start();

        isHero = true;

        cc = GetComponent<CharacterController>();
        actor_type = EActorType.Hero;
        state = new HeroActorState_Idle(this);
        tf = transform;
    }
예제 #12
0
파일: IActorState.cs 프로젝트: hihijack/wqz
 public override IActorState toNextState(EFSMAction action)
 {
     IActorState result = null;
     if(action == EFSMAction.HERO_IDLE){
         result = new HeroActorState_Idle(actor);
     }else if(action == EFSMAction.HERO_ATTACK){
         result = new HeroActorState_Attack(actor);
     }
     return result;
 }