Пример #1
0
    protected void SetState(PlayerStateEnumConst.State state)
    {
        if (hasChangedState)
        {
            return;
        }

        hasChangedState = true;
        playerRef.stateMachine.SetState(state);
    }
    void InitialiseStateDictionary()
    {
        PlayerState[] playerStates = stateTransform.GetComponents <PlayerState>();
        foreach (PlayerState state in playerStates)
        {
            PlayerStateEnumConst.State value = (PlayerStateEnumConst.State)System.Enum.Parse(typeof(PlayerStateEnumConst.State), state.GetType().Name);
            print(value);

            InitialiseState(value, state);
        }
    }
 public void SetState(PlayerStateEnumConst.State state)
 {
     if (currentState != null)
     {
         currentState.EndState();
         lastStateEnum = currentStateEnum;
         lastState     = currentState;
     }
     currentState = stateDictionary[state];
     currentState.StartState();
     currentStateEnum = state;
 }
 public PlayerState GetState(PlayerStateEnumConst.State state)
 {
     return(stateDictionary[state]);
 }
 public bool IsStateOnCooldown(PlayerStateEnumConst.State state)
 {
     return(stateDictionary[state].IsOnCooldown);
 }
 void InitialiseState(PlayerStateEnumConst.State stateEnum, PlayerState state)
 {
     state.Initialize(playerRef, playerData);
     stateDictionary.Add(stateEnum, state);
 }
Пример #7
0
 protected bool IsStateOnCooldown(PlayerStateEnumConst.State state)
 {
     return(playerRef.stateMachine.IsStateOnCooldown(state));
 }
Пример #8
0
 public bool IsStateAvailable(PlayerStateEnumConst.State state)
 {
     return(playerRef.stateMachine.GetState(state).IsAvailable());
 }