Пример #1
0
    void Start()
    {
        // Vida atual recebe o maximo de vida possivel
        currentLife = maxLife;
        // Esta vivo
        isAlive = true;

        stateMachine = new SKMecanimStateMachine<GirlController>(animatorController.CachedAnimator,
                                                                 this, new Girl_IdleState());

        //Todos os estados da menina sao adicionados na maquina de estado
        stateMachine.addState(new Girl_IdleState());
        stateMachine.addState(new Girl_RunState());
        stateMachine.addState(new Girl_JumpState());
        stateMachine.addState(new Girl_OnAirState());
        stateMachine.addState(new Girl_AttackOnAirState());
        stateMachine.addState(new Girl_AttackState());
        stateMachine.addState(new Girl_AttackOnRunState());
        stateMachine.addState(new Girl_WallJumpState());
        stateMachine.addState(new Girl_OnDeathState());

        // Quando passa de um estado para outro, imprime na tela este estado
        /*stateMachine.onStateChanged += () => {
            Debug.Log(stateMachine.currentState.ToString());
        };*/
    }
    void Start()
    {
        var animator = GetComponent <Animator>();

        // create the state machine
        _stateMachine = new SKMecanimStateMachine <MecanimPlayerController>(animator, this, new RunStraightState());

        // add all of our states so that we can switch to them at will
        _stateMachine.addState(new RunLeftState());
        _stateMachine.addState(new RunRightState());

        // listen for state changes and log them
        _stateMachine.onStateChanged += () =>
        {
            Debug.Log("state changed: " + _stateMachine.currentState);
        };
    }
Пример #3
0
	void Start()
	{
		var animator = GetComponent<Animator>();
		
		// create the state machine
		_stateMachine = new SKMecanimStateMachine<MecanimPlayerController>( animator, this, new RunStraightState() );
		
		// add all of our states so that we can switch to them at will
		_stateMachine.addState( new RunLeftState() );
		_stateMachine.addState( new RunRightState() );
		
		// listen for state changes and log them
		_stateMachine.onStateChanged += () =>
		{
			Debug.Log( "state changed: " + _stateMachine.currentState );
		};
	}
Пример #4
0
    // Use this for initialization
    void Start()
    {
        currentLife = maxLife;
        isAlive = true;
        pandaStateMachine = new SKMecanimStateMachine<PandaController>(animatorController.CachedAnimator, this, new Panda_IdleState());
        pandaStateMachine.addState(new Panda_IdleState());
        pandaStateMachine.addState(new Panda_RunState());
        pandaStateMachine.addState(new Panda_JumpState());
        pandaStateMachine.addState(new Panda_OnAirState());
        pandaStateMachine.addState(new Panda_WallJumpState());
        pandaStateMachine.addState(new Panda_AttackOnIdleState());
        pandaStateMachine.addState(new Panda_AttackOnRunState());
        pandaStateMachine.addState(new Panda_AttackOnAirState());
        pandaStateMachine.addState(new Panda_OnDeathState());

        pandaStateMachine.onStateChanged += () => {
        //	Debug.Log(pandaStateMachine.currentState.ToString());
        };
    }
Пример #5
0
    // Use this for initialization
    void Start()
    {
        currentLife = maxLife;
        isAlive = true;
        archerStateMachine = new SKMecanimStateMachine<ArcherController>(animatorController.CachedAnimator, this, new Archer_IdleState());
        archerStateMachine.addState(new Archer_IdleState());
        archerStateMachine.addState(new Archer_RunState());
        archerStateMachine.addState(new Archer_JumpState());
        archerStateMachine.addState(new Archer_OnAirState());
        archerStateMachine.addState(new Archer_WallJumpState());
        archerStateMachine.addState(new Archer_AttackOnIdleState());
        archerStateMachine.addState(new Archer_AttackOnRunState());
        archerStateMachine.addState(new Archer_AttackOnAirState());
        archerStateMachine.addState(new Archer_OnDeathState());

        /*
        archerStateMachine.onStateChanged += () => {
            Debug.Log(archerStateMachine.currentState.ToString());
        };
        */
    }
Пример #6
0
 internal void SetMachineAndContext(SKMecanimStateMachine <T> machine, T context)
 {
     _machine = machine;
     _context = context;
     OnInitialized();
 }