void OnStateEnter(UnitStateType type) { if (m_AniCtrl != null) { switch (type) { case UnitStateType.Empowering: m_AniCtrl.SetTrigger("Empower"); EnableTaps(true); break; case UnitStateType.Attack: m_AniCtrl.SetTrigger("Attack"); break; case UnitStateType.Rest: m_AniCtrl.SetTrigger("Rest"); break; case UnitStateType.Idle: m_AniCtrl.SetTrigger("Idle"); break; } } CheckStateProgressBarShow(); }
public void AssembleUnit(UnitAsset asset, bool gotoIdling, bool gotoAlive) { //has been spawned by asset if (!asset) { Debug.Log("no asset supplied to builder"); } m_state = UnitStateType.none; m_asset = asset; m_isPlayer = m_asset.IsPlayer(); m_faction = m_asset.Faction(); GetComponents(); AssembleSubComponents(); SetNewUnitState(UnitStateType.assembled); if (gotoIdling || gotoAlive) { SetNewUnitState(UnitStateType.idling); } if (gotoAlive) { SetNewUnitState(UnitStateType.alive); } }
public void OnEnterNewUnitState(UnitStateType newState) { switch (newState) { case UnitStateType.assembled: OnReEnterAssembledState(); break; case UnitStateType.idling: OnEnterIdleState(); break; case UnitStateType.alive: OnEnterPlayState(); break; case UnitStateType.dead: OnEnterDeadState(); break; default: break; } m_state = newState; }
public void SetUnitState(NTGBattleUnitController unit, UnitStateType type, float time) { if (unit is NTGBattlePlayerController && unit.visibility && unit.rendererVisible && unitUiMap.ContainsKey(unit)) { NTGApplicationController.Instance.LuaCall("UIPlayerInfo", "SetState", unitUiMap[unit], (int)type, time); } }
public static UnitState CreateState(UnitStateType type, BattleUnit bu) { UnitState ret = null; switch (type) { case UnitStateType.Idle: ret = new UnitStateIdle(bu); break; case UnitStateType.Attack: ret = new UnitStateAttack(bu); break; case UnitStateType.Rest: ret = new UnitStateRest(bu); break; case UnitStateType.Empowering: ret = new UnitStateEmpower(bu); break; } return(ret); }
public void LeaveState(UnitStateType type) { if (EventStateLeave != null) { EventStateLeave(type); } }
void OnStateLeave(UnitStateType type) { if (m_AniCtrl != null) { switch (type) { case UnitStateType.Empowering: m_AniCtrl.ResetTrigger("Empower"); EnableTaps(false); break; case UnitStateType.Attack: m_AniCtrl.ResetTrigger("Attack"); break; case UnitStateType.Rest: m_AniCtrl.ResetTrigger("Rest"); break; case UnitStateType.Idle: m_AniCtrl.ResetTrigger("Idle"); break; } } }
public void SetNewUnitState(UnitStateType newState) { m_state = newState; switch (newState) { case UnitStateType.assembled: break; case UnitStateType.idling: OnEnterIdleState(); break; case UnitStateType.alive: OnEnterAliveState(); break; case UnitStateType.dead: OnEnterDeadState(); break; default: break; } foreach (IUnitState componentState in componentStates) { componentState.OnEnterNewUnitState(newState); } }
public void AssembleCollisions(UnitStateType state, UnitAsset asset, UnitBuilder builder, Rigidbody rb, BoxCollider collider) { m_asset = asset; m_state = state; m_builder = builder; m_rb = rb; m_collider = collider; }
public void EnterState(UnitStateType type) { if (EventStateEnter != null) { EventStateEnter(type); } //CommonLogger.Log(string.Format("Unit {0} enter state {1}", OrgData.unit_id, type.ToString())); }
public void AssembleMotor(UnitStateType state, UnitAsset asset, Rigidbody rb, UnitAnimation animation) { m_state = state; m_asset = asset; m_speed = m_asset.Speed(); m_rotSpeed = m_asset.RotSpeed(); m_altitude = m_asset.Altitude(); m_rb = rb; m_animation = animation; }
public void AssembleBrain(UnitStateType state, UnitMotor motor, UnitAsset asset) { m_state = state; m_motor = motor; m_asset = asset; m_isPlayer = m_asset.IsPlayer(); m_terrainVars = m_asset.TerrainVars(); m_targetIndicator = m_asset.TargetIndicator(); m_currentTurn = 0f; }
public void AssembleAnimation(UnitStateType state, UnitAsset asset) { m_asset = asset; m_state = state; m_pool = m_asset.ObjectPoolAsset(); m_deathFX = m_asset.DeathFX(); m_collisionFX = m_asset.CollisionFX(); m_camShakeEvent = m_asset.CamShakeEvent(); m_motorSFX = m_asset.MotorSFX(); m_mesh = m_asset.AddMeshToUnit(transform); }
public void AssembleHealth(UnitStateType state, UnitAsset asset, UnitBuilder builder, UnitAnimation animation) { m_asset = asset; m_state = state; m_builder = builder; m_animation = animation; m_isPlayer = m_asset.IsPlayer(); m_pool = m_asset.ObjectPoolAsset(); m_faction = m_asset.Faction(); m_playerHealthChangeEvent = m_asset.UnitHealthChangeEvent(); m_playerDeathEvent = m_asset.UnitDeathEvent(); }
//private bool m_isPaused = true; #region assembly public void SetupUnitWeapons(UnitStateType state, UnitAsset asset) { m_asset = asset; m_state = state; m_faction = m_asset.Faction(); m_pool = m_asset.ObjectPoolAsset(); m_weaponSlots = m_asset.SetWeaponSlotsOnUnit(transform); m_autoFire = m_asset.AutoFire(); InitialiseAllWeaponSlots(); //m_activateOnEnable = activateOnEnable; //ConfigForStart(); }
public void GoToState(UnitStateType type) { if (!m_States.ContainsKey(type)) { CommonLogger.LogError("GoTo Unexist State " + type.ToString()); return; } if (m_CurState != null) { m_CurState.LeaveState(); } m_CurState = m_States [type]; m_CurState.EnterState(); m_CurEmpowerTap = 0; }
public void OnEnterNewUnitState(UnitStateType newState) { switch (newState) { case UnitStateType.assembled: break; case UnitStateType.idling: break; case UnitStateType.alive: break; case UnitStateType.dead: break; default: break; } m_state = newState; }
public BaseUnitState(UnitStateType stateType, Unit unit) { Debug.Assert(unit); this.unit = unit; this.stateType = stateType; }
public UnitState(UnitStateType type, BattleUnit unit) { this.Type = type; m_Unit = unit; }