Exemplo n.º 1
0
        private void Awake()
        {
            characterName = "SuckerYou";

            //collect all the things
            idleState   = GetComponentInChildren <SY_IdleState>();
            attackState = GetComponentInChildren <SY_AttackState>();
            chaseState  = GetComponentInChildren <SY_ChaseState>();
            runState    = GetComponentInChildren <SY_RunState>();
            healthBase  = GetComponent <Health>();

            //put them into the syStates array
            syStates = new StateBase[4] {
                idleState, attackState, chaseState, runState
            };
            statesTxt = new string[4] {
                "idle", "attacking", "chasing", "running"
            };

            //set health and health actions
            healthBase.maxAmount     = 100;
            healthBase.OnDeathEvent += Death;
            healthBase.OnHurtEvent  += Hurt;

            currentState = idleState;
            currentState.Enter();
        }
Exemplo n.º 2
0
 public void ChangeState()
 {
     //go to currentState exit, then newState Enter, then set the new state
     currentState.Exit(next);
     //note - makes sure currentState exits pre newState starting
     newState.Enter();
     currentState = newState;
 }
Exemplo n.º 3
0
 public void ChangeState(int next)
 {
     //finish old state
     currentState.Exit(next);
     //set current state as the new state, then start the new state
     currentState = syStates[next];
     debugText    = statesTxt[next];
     currentState.Enter();
 }
Exemplo n.º 4
0
        //public float health;

        public void Awake()
        {
            characterName = "myGuy";

            //set everything up
            tauntState = GetComponent <TauntState>();
            idleState  = GetComponent <IdleState>();
            runState   = GetComponent <RunState>();
            healthBase = GetComponent <Health>();

            //health = healthBase.Amount;

            healthBase.maxAmount     = 100;
            healthBase.OnDeathEvent += Die;

            currentState = idleState;
            currentState.Enter();
        }