public StateMachine(GameplayScreen screen, int totalStates) { Screen = screen; states = new List<GameState>(5); this.totalStates = totalStates; currentState = 1; //Start at -1 because the first state will be index 0; top = -1; }
public RegularStateMachine(GameplayScreen screen, int totalScreens) : base(screen, totalScreens) { }
private int GetNextBorder(GameplayScreen screen, int[] agroBorders) { int score = (int)screen.Player.ScoreBar.GetScorePercentage(); for (int i = 0; i < agroBorders.Length; i++) { if (score < agroBorders[i]) { return agroBorders[i]; } } //No more borders so return max score. return 100; }
public BossStateMachine(GameplayScreen screen) : base(screen, 12) { stateNumber = 0; PushState(new TransitionState(this)); }