public void TransitionToIdle() { if (SelectedProgrammer != null) { var state = PlayingAnimator.GetBehaviour <IdleState>(); state.ReserveSetSelectedObject(SelectedProgrammer.gameObject); } PlayingAnimator.SetStateBool(StateParameter.Pause, false); }
public void TransitionToPauseState() { var state = PlayingAnimator.GetBehaviour <PauseState>(); if (SelectedObject != null) { state.SelectedProgrammer = SelectedObject.GetComponent <Programmer>(); } PlayingAnimator.SetStateBool(StateParameter.Pause, true); }
public void TransitionToVictoryState() { PlayingAnimator.SetStateBool(StateParameter.Victory, true); }
public void TransitionToFailureState() { PlayingAnimator.SetStateBool(StateParameter.Failure, true); }
public void TransitionToSettingState() { PlayingAnimator.SetStateBool(StateParameter.Setting, true); }
public void TransitionToPauseState() { PlayingAnimator.SetStateBool(StateParameter.Pause, true); }
public void TransitionToIdle() { PlayingAnimator.SetStateBool(StateParameter.Setting, false); }