private void Update() { actor.transform.LookAt(targetForward.transform); actor.transform.position = new Vector3(actor.transform.position.x, 0.05f, actor.transform.position.z); if (_StateController.curState != StateController.State.skill) { if (Input.GetKey(KeyCode.W)) { _ActorType.actorAnimation.Play("walk"); actor.transform.position = new Vector3(actor.transform.position.x, actor.transform.position.y, actor.transform.position.z + speed * Time.deltaTime); _StateController.ChangeState(StateController.State.move); } else if (Input.GetKey(KeyCode.S)) { _ActorType.actorAnimation.Play("walk"); actor.transform.position = new Vector3(actor.transform.position.x, actor.transform.position.y, actor.transform.position.z - speed * Time.deltaTime); _StateController.ChangeState(StateController.State.move); } if (Input.GetKey(KeyCode.A)) { _ActorType.actorAnimation.Play("walk"); actor.transform.position = new Vector3(actor.transform.position.x - speed * Time.deltaTime, actor.transform.position.y, actor.transform.position.z); _StateController.ChangeState(StateController.State.move); } else if (Input.GetKey(KeyCode.D)) { _ActorType.actorAnimation.Play("walk"); actor.transform.position = new Vector3(actor.transform.position.x + speed * Time.deltaTime, actor.transform.position.y, actor.transform.position.z); _StateController.ChangeState(StateController.State.move); } if (!Input.GetKey(KeyCode.W) && !Input.GetKey(KeyCode.S) && !Input.GetKey(KeyCode.A) && !Input.GetKey(KeyCode.D)) { if (!_ActorType.actorAnimation.IsPlaying("attack")) { _ActorType.actorAnimation.Play("idlebattle"); _StateController.ChangeState(StateController.State.idle); } } Vector3 direction = Vector3.forward * _Joystick.Vertical + Vector3.right * _Joystick.Horizontal; Vector3 movePos = transform.position + direction; if (direction != new Vector3(0, 0, 0)) { _ActorType.actorAnimation.Play("walk"); transform.position = Vector3.MoveTowards(transform.position, movePos, speed * Time.deltaTime); } } }
void EndLevel(bool won = false) { timerText.text = "0:00"; if (won) { sc.ChangeState(States.Win); } else { sc.ChangeState(States.Lose); } w.ClearObjects(); }
public void BaseHeadAttack() { if (_AbilityController.curStamina >= staminaCost) { if (reload <= 0) { _StateController.ChangeState(StateController.State.skill); stateSkillTime = stateSkillReloadTime; reload = reloadTime; //AnimationStart _AbilityController.AttackPlay(); _AbilityController.SaminaMinus(staminaCost); if (Vector3.Distance(transform.position, _MoveController.targetForward.transform.position) < rangeOfAttack) { _HpController.HpMinus(damage); } else { print("ToFarFromTarget"); } } } else { print("Have not Stamina"); } }
public override void Draw(GameTime gameTime, MonoGameRenderer renderer) { //NextState = StateController.States["DrawCompleteState"]; //StateController.ChangeState(); renderer.DrawCharacter(character.CurrentPositionX, character.CurrentPositionY); NextState = StateController.States["DrawCompleteState"]; StateController.ChangeState(); }
public void OnClick() { //cause save funtion first _stateController.ChangeState((int)MenuState.Menu); //then change load poiter settings _stateController.ChangeLoadFile(_mainMenuController.LoadFileSetting); }
protected override void Execute(List <GameEntity> updatedEntities) { foreach (var updatedEntity in updatedEntities) { updatedEntity.Destroy(); } StateController.ChangeState(State.Game); }
public override void Draw(GameTime gameTime, MonoGameRenderer renderer) { renderer.DrawLevel(LevelManager.Number); NextState = StateController.States["DrawCharacterState"]; StateController.ChangeState(); //NextState = StateController.States["MoveCharacterState"]; //StateController.ChangeState(); //renderer.DrawCharacter(Character.CurrentPositionX, Character.CurrentPositionY); //renderer.DrawCharacter(); }
private void followMouse(StateController controller) { Vector3 MousePosition = Camera.main.ScreenToWorldPoint(Input.mousePosition); controller.transform.position = new Vector3(MousePosition.x - offset.x, MousePosition.y - offset.y, -5); if (Input.GetKeyUp(KeyCode.Mouse0)) { controller.ChangeState(callbackState); } }
private IEnumerator CraftAnimation() { _anim.enabled = true; yield return(new WaitForSeconds(2f)); _anim.enabled = false; _stateController?.ChangeState((int)CraftingState.PotionResult); }
public override void UpdateAirStateMachine() { if (vspeed > 0f) { StateController.ChangeState(PlatformState.JUMPING); } else { StateController.ChangeState(PlatformState.FALLING); } }
public override void UpdateGroundedStateMachine() { if (hspeed > 0.1f) { StateController.ChangeState(PlatformState.RUNNING); } else { StateController.ChangeState(PlatformState.IDLE); } }
private void CheckTransitions(StateController controller) { if (Transitions.Length == 0) { return; } foreach (var transition in Transitions) { bool transitionDecision = transition.Decision.Decide(controller); controller.ChangeState(transitionDecision ? transition.TrueState : transition.FalseState); } }
public override void Execute(GameTime gameTime) { /* Do nothing for now */ if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.D1)) { NextState = StateController.States["DrawLevelState"]; StateController.ChangeState(); } else if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.D2)) { NextState = StateController.States["DrawLevelBuilderState"]; StateController.ChangeState(); } }
public override void UpdateStateMachine() { base.UpdateStateMachine(); if (spinning) { StateController.ChangeState(CrashState.SPINNING); } else if (crouched && !crawling) { StateController.ChangeState(CrashState.CROUCHING); } else if (crawling) { StateController.ChangeState(CrashState.CRAWLING); } else if (bellyFall) { StateController.ChangeState(CrashState.BELLY_FALL); } }
private void Start() { StateController.ChangeState(StateController.States.Stoping); ShowElementsPanels(); }
private void Start() { stateController = new StateController <SimpleAI>(this); stateController.ChangeState(IdleState.Instance); }
public override void ActivateState(StateController controller) { controller.ChangeState(ActivationState); }
public override void Execute(GameTime gameTime) { NextState = StateController.States["GameInProgressState"]; StateController.ChangeState(); }