public void ChangeNextState(STATENAME next) { if (next == STATENAME.Return) { state = new IkariReturnState(this, parent as Murasa); } }
public void SetNextState(STATENAME next) { switch (next) { case STATENAME.Playing: state = new PlayingState(characters, this); break; case STATENAME.Result: state = new ResultState(this); break; case STATENAME.End: state = new EndState(this); break; } }
private BaseState ChangeState(STATENAME next) { switch (next) { case STATENAME.NotJoin: return(new NotJoinState(this, pad)); case STATENAME.Selecting: return(new SelectingState(this, parent)); case STATENAME.Decide: return(new DecideState(this, parent)); } return(null); }
virtual protected IState ChangeState(STATENAME newState) { switch (newState) { case STATENAME.Stay: return(CreateStayState()); case STATENAME.Move: return(CreateMoveState()); case STATENAME.DashMove: return(CreateDashState()); case STATENAME.Charge: return(CreateChargeState(parent.gamepad.GetChargeButton)); case STATENAME.Blow: return(CreateBlowState()); case STATENAME.ChargeBlow: return(CreateChargeBlowState()); case STATENAME.Skill: return(CreateSkillState()); case STATENAME.ChargeSkill: return(CreateChargeSkillState()); case STATENAME.Damage: return(CreateDamageState(parameter.damage.damageParameter)); case STATENAME.Fall: return(CreateFallState()); case STATENAME.Dead: return(CreateDeadState()); } return(null); }
private BaseState ChangeState(STATENAME next) { switch (next) { case STATENAME.NotJoin: return new NotJoinState(this, pad); case STATENAME.Selecting: return new SelectingState(this, parent); case STATENAME.Decide: return new DecideState(this,parent); } return null; }
protected virtual IState ChangeState(STATENAME newState) { switch (newState) { case STATENAME.Stay: return CreateStayState(); case STATENAME.Move: return CreateMoveState(); case STATENAME.DashMove: return CreateDashState(); case STATENAME.Charge: return CreateChargeState(parent.gamepad.GetChargeButton); case STATENAME.Blow: return CreateBlowState(); case STATENAME.ChargeBlow: return CreateChargeBlowState(); case STATENAME.Skill: return CreateSkillState(); case STATENAME.ChargeSkill: return CreateChargeSkillState(); case STATENAME.Damage: return CreateDamageState(parameter.damage.damageParameter); case STATENAME.Fall: return CreateFallState(); case STATENAME.Dead: return CreateDeadState(); } return null; }