diff options
Diffstat (limited to 'Assets/Scripts/Avatar/Conditions/ConditionCheckJumpState.cs')
-rw-r--r-- | Assets/Scripts/Avatar/Conditions/ConditionCheckJumpState.cs | 26 |
1 files changed, 13 insertions, 13 deletions
diff --git a/Assets/Scripts/Avatar/Conditions/ConditionCheckJumpState.cs b/Assets/Scripts/Avatar/Conditions/ConditionCheckJumpState.cs index 9afd68c4..98859483 100644 --- a/Assets/Scripts/Avatar/Conditions/ConditionCheckJumpState.cs +++ b/Assets/Scripts/Avatar/Conditions/ConditionCheckJumpState.cs @@ -4,33 +4,33 @@ using UnityEngine; public class ConditionCheckJumpState : ConditionBase { - JumpAbility m_Ability; - JumpAbility.State m_State; - JumpAbility.Direction m_Direction; + JumpState m_State; + JumpState.Stage m_Stage; + JumpState.Direction m_Direction; - public ConditionCheckJumpState(JumpAbility ability, JumpAbility.State state = JumpAbility.State.None, JumpAbility.Direction direction = JumpAbility.Direction.None) + public ConditionCheckJumpState(JumpState state, JumpState.Stage stage = JumpState.Stage.None, JumpState.Direction direction = JumpState.Direction.None) { - m_Ability = ability; + m_State = state; m_State = state; m_Direction = direction; } public override bool Evaluate() { - if (m_Ability == null) + if (m_State == null) return false; - if (m_State != JumpAbility.State.None && m_Direction != JumpAbility.Direction.None) + if (m_Stage != JumpState.Stage.None && m_Direction != JumpState.Direction.None) { - return m_Ability.CurState == m_State - && m_Ability.CurDirection == m_Direction; + return m_State.CurStage == m_Stage + && m_State.CurDirection == m_Direction; } - else if (m_State != JumpAbility.State.None && m_Direction == JumpAbility.Direction.None) + else if (m_Stage != JumpState.Stage.None && m_Direction == JumpState.Direction.None) { - return m_Ability.CurState == m_State; + return m_State.CurStage == m_Stage; } - else if (m_State == JumpAbility.State.None && m_Direction != JumpAbility.Direction.None) + else if (m_Stage == JumpState.Stage.None && m_Direction != JumpState.Direction.None) { - return m_Ability.CurDirection == m_Direction; + return m_State.CurDirection == m_Direction; } else return false; |