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Diffstat (limited to 'Assets/Scripts/Avatar/Conditions/ConditionCheckJumpState.cs')
-rw-r--r--Assets/Scripts/Avatar/Conditions/ConditionCheckJumpState.cs26
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;