public override void OnNextState(IState nextState)
 {
     if (InvokerAnimotion.IsExecuting())
     {
         game.baseStateMachine.PopState();
         var wait = new WaitEndAnimationState(game, nextState);
         game.baseStateMachine.PushState(wait);
     }
     else
     {
         game.baseStateMachine.ChangeAndGetBack(nextState);
     }
 }
 public override void OnEnter()
 {
     if (logOn)
     {
         Debug.Log("ENTER CHANGE PHASE STATE");
     }
     //if (InvokerMotion.IsExecuting())
     if (InvokerAnimotion.IsExecuting())
     {
         //Debug.Log("Invoker Motion Is Executing");
         var wait = new WaitEndAnimationState(game, this);
         game.baseStateMachine.PushState(wait);
     }
 }
Пример #3
0
 public virtual void OnNextState(IState nextState)
 {
     // ACA DEBERIA REVISAR SI EL INVOKER MOTION ESTA EJECUTANDO...
     // if (InvokerMotion.IsExecuting())
     if (InvokerAnimotion.IsExecuting())
     {
         game.baseStateMachine.PopState();
         var wait = new WaitEndAnimationState(game, nextState);
         game.baseStateMachine.PushState(wait);
     }
     else
     {
         game.baseStateMachine.ChangeAndEnterState(nextState);
     }
 }