public override void StartState() { base.StartState(); m_Controller.SetTargetAttack(null); m_Controller.SetTargetAlly(null); m_Controller.SetAnimation(CEnum.EAnimation.Move); m_MapManager = CMapManager.GetInstance(); }
protected override void Start() { base.Start(); m_GameManager = CGameManager.GetInstance(); m_MapManager = CMapManager.GetInstance(); OnRegisterComponent(); OnRegisterFSM(); OnRegisterAnimation(); }
protected override void Start() { base.Start(); m_MapManager = CMapManager.GetInstance(); m_UIManager = CUIManager.GetInstance(); m_UserManager = CUserManager.GetInstance(); m_CameraController = CameraController.GetInstance(); OnLoadMap(); OnRegisterFSM(); }
public override void StartState() { base.StartState(); m_Controller.SetAnimation(CEnum.EAnimation.Move); m_MapManager = CMapManager.GetInstance(); var currentBlock = m_Controller.GetCurrentBlock() as CBlockController; var randomStep = UnityEngine.Random.Range(1, 7); var nextBlock = m_MapManager.GetBlockStep(0, currentBlock, randomStep); m_Controller.SetTargetBlock(nextBlock); }
public FSMMapIdleState(IContext context) : base(context) { m_Manager = context as CMapManager; }