示例#1
0
    // Start is called before the first frame update
    void Start()
    {
        /*
         * if(true == _isPlayer)
         * {
         *  _characterModule = _playerModule;
         *
         *  _stateDic.Add(eState.IDLE, new PlayerIdleState());
         *  _stateDic.Add(eState.WAIT, new WaitState());
         *  _stateDic.Add(eState.KICK, new KickState());
         *  _stateDic.Add(eState.WALK, new WalkState());
         *  _stateDic.Add(eState.RUN, new RunState());
         *  _stateDic.Add(eState.SLIDE, new SlideState());
         *  _stateDic.Add(eState.PATROL, new PatrolState());
         *  _stateDic.Add(eState.DEATH, new DeathState());
         *
         * }
         * else
         * {
         *  _characterModule = _playerModule;
         * }
         */

        _characterModule = _charModuleList[(int)_charType];
        _characterModule.BuildStateList();


        for (int i = 0; i < _stateDic.Count; i++)
        {
            eState state = (eState)i;
            _stateDic[state].SetCharacter(this);
        }

        ChangeState(eState.IDLE);
    }
示例#2
0
    // Start is called before the first frame update
    void Start()
    {
        _characterModule = _charModuleList[(int)_charType];
        _characterModule.BuildStateList();

        CreateWeapon();
    }