public FloorDeployState() { NextState = null; targetPosition = Vector3.zero; xOffset = 0.5f; yOffset = 1f; }
private void CycleCurrentMinType() { var currentMinInt = (int)currentMinType; currentMinInt++; currentMinInt %= numTypes; currentMinType = (MinsType)currentMinInt; playerAppearance.ChangeMinAppearance(currentMinType); currentDeployState = currentDeployState.NextState; }
private void InitializeDeployStates() { if (!deployStateInitialized) { blockDeployState = new BlockDeployState(); floorDeployState = new FloorDeployState(); burstDeployState = new BurstDeployState(); projectileDeployState = new ProjectileDeployState(); blockDeployState.SetNextState(floorDeployState); floorDeployState.SetNextState(burstDeployState); burstDeployState.SetNextState(projectileDeployState); projectileDeployState.SetNextState(blockDeployState); currentDeployState = blockDeployState; deployStateInitialized = true; } }
public void SetNextState(IDeployState next) { NextState = next; }
public BurstDeployState() { NextState = null; }
public ProjectileDeployState() { NextState = null; deployRange = 5f; }
public BlockDeployState() { NextState = null; }