public virtual void SetState(BattleStateIndex state) { m_prevState = m_currState; m_currState = m_states[(int)state]; if (null != m_prevState) { m_prevState.Exit(); } m_currState.Enter(); }
public void Init() { BattleStateMachine state = null; for (BattleStateIndex index = BattleStateIndex.None + 1; index < BattleStateIndex.Max; ++index) { Util.CreateInstanceToString <BattleStateMachine>(ref state, string.Format("{0}State", index.ToString())); state.Init(index); m_states[(int)index] = state; } }
public bool IsPrevState(BattleStateIndex state) { if (null == m_prevState) { return(false); } if (m_prevState.GetStateIndex() == state) { return(true); } return(false); }
public virtual void Init(BattleStateIndex stateIndex) { m_stateIndex = stateIndex; }