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-rw-r--r--Assets/Scripts/Avatar/Actions/ActionJump.cs2
-rw-r--r--Assets/Scripts/Avatar/Actions/ActionJumpForward.cs2
-rw-r--r--Assets/Scripts/Avatar/Actions/ActionSwitchAbility.cs8
3 files changed, 6 insertions, 6 deletions
diff --git a/Assets/Scripts/Avatar/Actions/ActionJump.cs b/Assets/Scripts/Avatar/Actions/ActionJump.cs
index b281a7b3..364dd7de 100644
--- a/Assets/Scripts/Avatar/Actions/ActionJump.cs
+++ b/Assets/Scripts/Avatar/Actions/ActionJump.cs
@@ -7,7 +7,7 @@ public class ActionJump : ActionSwitchState
{
private JumpState m_JumpState;
- public ActionJump(StateSystem system, JumpState jumpState)
+ public ActionJump(StateController system, JumpState jumpState)
: base(system, jumpState)
{
m_JumpState = jumpState;
diff --git a/Assets/Scripts/Avatar/Actions/ActionJumpForward.cs b/Assets/Scripts/Avatar/Actions/ActionJumpForward.cs
index d130411f..2fb28dc4 100644
--- a/Assets/Scripts/Avatar/Actions/ActionJumpForward.cs
+++ b/Assets/Scripts/Avatar/Actions/ActionJumpForward.cs
@@ -7,7 +7,7 @@ public class ActionJumpForward : ActionSwitchState
{
private JumpState m_JumpState;
- public ActionJumpForward(StateSystem system, JumpState jumpState)
+ public ActionJumpForward(StateController system, JumpState jumpState)
: base(system, jumpState)
{
m_JumpState = jumpState;
diff --git a/Assets/Scripts/Avatar/Actions/ActionSwitchAbility.cs b/Assets/Scripts/Avatar/Actions/ActionSwitchAbility.cs
index 89327951..caa927c8 100644
--- a/Assets/Scripts/Avatar/Actions/ActionSwitchAbility.cs
+++ b/Assets/Scripts/Avatar/Actions/ActionSwitchAbility.cs
@@ -5,17 +5,17 @@ using UnityEngine;
// 基础的切换 state
public class ActionSwitchState : ActionBase
{
- StateSystem m_StateSystem;
+ StateController m_StateController;
StateBase m_TargetState;
- public ActionSwitchState(StateSystem stateSystem, StateBase targetState)
+ public ActionSwitchState(StateController stateSystem, StateBase targetState)
{
- m_StateSystem = stateSystem;
+ m_StateController = stateSystem;
m_TargetState = targetState;
}
public override void Execute()
{
- m_StateSystem.SwitchToState(m_TargetState);
+ m_StateController.SwitchToState(m_TargetState);
}
}