protected override eStateTrans UpdateAction(Entity entity, ref IState <Entity> nextState) { timer.Update(); //entity.GetDrawComponent().alpha = 1 - timer.Rate(); if (timer.IsTime) { nextState = new MoveState_Com_Player(gameDevice, 0); return(eStateTrans.ToNext); } nextState = this; return(eStateTrans.ToThis); }
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); }
protected override eStateTrans UpdateAction(Entity entity, ref IState <Entity> nextState) { if (inputState.WasDown(Keys.Z, Buttons.LeftShoulder)) { Console.WriteLine("Do Move"); SetEffect(); nextState = new MoveState_Com_Player(gameDevice, 0); return(eStateTrans.ToNext); } if (inputState.WasDown(InputParameter.LeftKey, InputParameter.LeftButton)) { seasonState.ToBeforeSeason(); } if (inputState.WasDown(InputParameter.RightKey, InputParameter.RightButton)) { seasonState.ToNextSeason(); } nextState = this; return(eStateTrans.ToThis); }
protected override eStateTrans UpdateAction(Entity entity, ref IState <Entity> nextState) { if (inputState.IsDown(Keys.F)) { attackTimer.Update(); playerAnim.SetNowAnim("Attack"); if (attackTimer.IsTime) { attackCollider.Destroy(0); playerAnim.SetNowAnim("Idle"); nextState = new MoveState_Com_Player(gameDevice, 0); return(eStateTrans.ToNext); } nextState = this; return(eStateTrans.ToThis); } else { attackCollider.Destroy(0); nextState = new MoveState_Com_Player(gameDevice, 0); return(eStateTrans.ToNext); } }