示例#1
0
        public PlayerPres(IPlayerView view) : base(ENTITY_TYPE.PLAYER)
        {
            _character           = CharacterModel.Create(Type, Id);
            _character.MoveSpeed = 100;

            var collState          = InteractStateModel.Create(Type, Id);
            var interactController = new InteractController(collState.obj);

            _view = view;
            _view.interactController = interactController;
            _character.Position      = _view.Position;
            _view.Subscribe(OnViewChanged);

            _animState      = AnimStateModel.Create(Type, Id);
            _animController = _view.CreateAnimController(_animState.obj);

            AddAnimation(Const.ANIMATION.IDLE, "Standing Idle");
            AddAnimation(Const.ANIMATION.WALK_FW, "Standing Walk Forward");
            AddAnimation(Const.ANIMATION.WALK_BW, "Standing Walk Back");
            AddAnimation(Const.ANIMATION.WALK_LEFT, "Standing Walk Left");
            AddAnimation(Const.ANIMATION.WALK_RIGHT, "Standing Walk Right");
            AddAnimation(Const.ANIMATION.RUN_FW, "Standing Run Forward");
            AddAnimation(Const.ANIMATION.RUN_BW, "Standing Run Back");
            AddAnimation(Const.ANIMATION.RUN_LEFT, "Standing Run Left");
            AddAnimation(Const.ANIMATION.RUN_RIGHT, "Standing Run Right");
            AddAnimation(Const.ANIMATION.ATTACK_FIREBALL_BIG, "Standing 1H Magic Attack 01");
            AddAnimation(Const.ANIMATION.ATTACK_FIREBALL_SMALL, "Standing 2H Magic Attack 01");
            AddAnimation(Const.ANIMATION.ATTACK_SPELL_GROUND, "Standing 2H Cast Spell 01");

            _fsm = new PlayerFSM(this, _animState.obj, _character.obj);
        }
示例#2
0
文件: Attack.cs 项目: nakoff/3dRpg
        public StateAttack(string name, PlayerFSM fsm, int priotity)
        {
            Name     = name;
            _fsm     = fsm;
            Priority = priotity;

            _character = new CharacterModel(_fsm.charObj);
        }
示例#3
0
 public StateIdle(string name, PlayerFSM fsm, int priotity)
 {
     Name     = name;
     _fsm     = fsm;
     Priority = priotity;
 }