public override IActorState toNextState(EFSMAction action) { IActorState result = null; if(action == EFSMAction.HERO_IDLE){ result = new HeroActorState_Idle(actor); }else if(action == EFSMAction.HERO_DIE){ result = new HeroActorState_Dead(actor); }else if(action == EFSMAction.HERO_RUN){ result = new HeroActorState_Run(actor); } return result; }
public IActorAction(EFSMAction actiontype) { this.actiontype = actiontype; }
public void updataState(EFSMAction eAction) { IActorAction action = new IActorAction(eAction); updataState(action); }
public virtual IActorState toNextState(EFSMAction action) { return null; }
public override IActorState toNextState(EFSMAction action) { IActorState result = null; if(action == EFSMAction.HERO_IDLE){ result = new HeroActorState_Idle(actor); }else if(action == EFSMAction.HERO_ONAIR_UP){ result = new HeroActorState_OnAir_Up(actor); }else if(action == EFSMAction.HERO_ONAIR_DOWN){ result = new HeroActorState_OnAir_Down(actor); } return result; }
public override IActorState toNextState(EFSMAction action) { IActorState result = null; if(action == EFSMAction.HERO_RUN){ result = new HeroActorState_Run(actor); } return result; }
public override IActorState toNextState(EFSMAction action) { IActorState result = null; return result; }
public override IActorState toNextState(EFSMAction action) { IActorState result = null; if(action == EFSMAction.NPC_ATTACK){ result = new NPCActorState_Attack(actor); } return result; }
public override IActorState toNextState(EFSMAction action) { IActorState result = null; if(action == EFSMAction.NPC_DIE){ result = new NPCActorState_Dead(actor); } return result; }
public override IActorState toNextState(EFSMAction action) { IActorState result = null; if(action == EFSMAction.HERO_IDLE){ result = new HeroActorState_Idle(actor); }else if(action == EFSMAction.HERO_ATTACK){ result = new HeroActorState_Attack(actor); } return result; }
public override IActorState toNextState(EFSMAction action) { return null; }