Пример #1
0
        protected override eStateTrans UpdateAction(Entity entity, ref IState <Entity> nextState)
        {
            //Damage判定
            if (CollitionCheck(entity))
            {
                nextState = new DeathState_Com("Bom", gameDevice);
                return(eStateTrans.ToNext);
            }

            nextState = this;
            return(eStateTrans.ToThis);
        }
Пример #2
0
        protected override eStateTrans UpdateAction(Entity entity, ref IState <Entity> nextState)
        {
            if (jumpComp.GetIsLand())
            {
                UpdateComponent moveComp = new C_MoveWithBoarAI(Parameter.PlayerLimitSpeed);
                entity.RemoveComponent(jumpComp);
                entity.RegisterComponent(moveComp);

                nextState = new MoveState_Com_Boar(gameDevice);
                return(eStateTrans.ToNext);
            }
            if (deadCheck.IsDead())
            {
                entity.RemoveComponent(jumpComp);
                nextState = new DeathState_Com("Bom", gameDevice);
                return(eStateTrans.ToNext);
            }
            nextState = this;
            return(eStateTrans.ToThis);
        }
Пример #3
0
        protected override eStateTrans UpdateAction(Entity entity, ref IState <Entity> nextState)
        {
            if (state.IsLand)
            {
                float nowSpeed = jumpComp.speed;
                entity.RemoveComponent(jumpComp);
                nextState = new MoveState_Com_Player(gameDevice, nowSpeed);
                return(eStateTrans.ToNext);
            }

            //Damage判定
            if (CollitionCheck(entity))
            {
                entity.RemoveComponent(jumpComp);
                collider.DeActive();
                nextState = new DeathState_Com("Bom", gameDevice);
                return(eStateTrans.ToNext);
            }

            nextState = this;
            return(eStateTrans.ToThis);
        }