public void Dispose() { this.DropSkill(); this.battle = null; this._states = null; }
public override void Init(VBattle battle) { base.Init(battle); this.skills = new Skill[6]; for (int i = 0; i < this.skills.Length; i++) { this.skills[i] = new Skill(); } this.fsm = new FiniteStateMachine(this); FSMState state = this.fsm.CreateState(FSMStateType.Idle); state.CreateAction <VIdle>(); state = this.fsm.CreateState(FSMStateType.Dead); state.CreateAction <VDead>(); state = this.fsm.CreateState(FSMStateType.Move); state.CreateAction <VMove>(); state = this.fsm.CreateState(FSMStateType.Track); state.CreateAction <VMove>(); state = this.fsm.CreateState(FSMStateType.Pursue); state.CreateAction <VMove>(); state = this.fsm.CreateState(FSMStateType.Attack); state.CreateAction <VAttack>(); }
public override void Init(VBattle battle) { instance = this; base.Init(battle); FSMState state = this.fsm[FSMStateType.Idle]; state.CreateAction <VPlayerIdle>(); }
public Interaction(VBattle battle) { this.battle = battle; this.battle.input.pointerHandler = this.PointerHandler; this._states = new AbsInteractionState[2]; this._states[0] = new CommonInteraction(this); this._states[1] = new SkillInteraction(this); this._currentState = this._states[0]; }
public void Dispose() { int count = this._buffs.Count; for (int i = 0; i < count; i++) { this._buffs[i].markToDestroy = true; } this.DestroyBuffs(); this._gPool.Dispose(); this._battle = null; }
public void Dispose() { //effect需要自行管理 int count = this._entities.Count; for (int i = 0; i < count; i++) { this._entities[i].markToDestroy = true; } this.DestroyEnties(); this._gPool.Dispose(); this._battle = null; }
public virtual void Init(VBattle battle) { this.battle = battle; this.property = new BuffProperty(); }
public VEntityManager(VBattle battle) { this._battle = battle; }
public VBuffManager(VBattle battle) { this._battle = battle; }