/// <summary> /// 상태변경 /// </summary> protected override AbstractAniState SetState(enumAniState state) { if (state != currentAniState) { return(new AniAttack(state)); } return(this); }
/// <summary> /// 상태변경 /// </summary> protected override AbstractAniState SetState(enumAniState state) { if (state == enumAniState.Idle) { return(new AniIdle()); } else if (state != currentAniState) { Reset(state); } return(this); }
/// <summary> /// 리셋 데이터 /// </summary> private void Reset(enumAniState state) { updateTime = 0f; _reserveState = enumAniState.Idle; _currentAniState = state; }
/// <summary> /// 생성자 /// </summary> public AniAttack(enumAniState aniState) { _currentAniState = aniState; }
protected abstract AbstractAniState SetState(enumAniState state);
public AniIdle(enumAniState aniState) { _currentAniState = aniState; }