diff options
Diffstat (limited to 'Assets/Scripts/Test')
-rw-r--r-- | Assets/Scripts/Test/ArmorSoldierScript_States.cs | 4 | ||||
-rw-r--r-- | Assets/Scripts/Test/SaionjiScript.cs | 8 | ||||
-rw-r--r-- | Assets/Scripts/Test/SaionjiScript_States.cs | 46 | ||||
-rw-r--r-- | Assets/Scripts/Test/SaionjiUberAbility.cs | 6 |
4 files changed, 32 insertions, 32 deletions
diff --git a/Assets/Scripts/Test/ArmorSoldierScript_States.cs b/Assets/Scripts/Test/ArmorSoldierScript_States.cs index 07a4ce74..04532dd2 100644 --- a/Assets/Scripts/Test/ArmorSoldierScript_States.cs +++ b/Assets/Scripts/Test/ArmorSoldierScript_States.cs @@ -33,7 +33,7 @@ public partial class ArmorSoldierScript : Avatar, IInteractable //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // actions //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - ActionSwitchState switchToIdle = new ActionSwitchState(m_StateSystem, idle); + ActionSwitchState switchToIdle = new ActionSwitchState(m_StateController, idle); Trigger trigger = null;
@@ -52,7 +52,7 @@ public partial class ArmorSoldierScript : Avatar, IInteractable trigger = new Trigger(And(airAtEnd, Not(condInAir)), switchToIdle); airHurt.AddTrigger(trigger); - m_StateSystem.ForceStart(idle); + m_StateController.ForceStart(idle); } }
\ No newline at end of file diff --git a/Assets/Scripts/Test/SaionjiScript.cs b/Assets/Scripts/Test/SaionjiScript.cs index 4e3bf23f..ae8ee6ff 100644 --- a/Assets/Scripts/Test/SaionjiScript.cs +++ b/Assets/Scripts/Test/SaionjiScript.cs @@ -24,7 +24,7 @@ public partial class SaionjiScript : Avatar [SerializeField]
private Weapon m_Weapon;
- public bool EnableStateSystem;
+ public bool EnableStateController;
public EffectHandler[] Effects;
@@ -45,14 +45,14 @@ public partial class SaionjiScript : Avatar GetAnimHash();
- if (EnableStateSystem)
+ if (EnableStateController)
SetupStates();
}
//private void Update()
//{
- // //if (EnableStateSystem)
- // // m_StateSystem.OnUpdate();
+ // //if (EnableStateController)
+ // // m_StateController.OnUpdate();
//}
// 更新顺序:
diff --git a/Assets/Scripts/Test/SaionjiScript_States.cs b/Assets/Scripts/Test/SaionjiScript_States.cs index 0176b976..0c733cd6 100644 --- a/Assets/Scripts/Test/SaionjiScript_States.cs +++ b/Assets/Scripts/Test/SaionjiScript_States.cs @@ -90,28 +90,28 @@ public partial class SaionjiScript : Avatar ActionTowardLeft towardLeft = new ActionTowardLeft(this.transform); ActionTowardRight towardRight = new ActionTowardRight(this.transform); - ActionJump toJump = new ActionJump(m_StateSystem, jump); - ActionJumpForward toJumpForward = new ActionJumpForward(m_StateSystem, jump); - - ActionSwitchState switchToMove = new ActionSwitchState(m_StateSystem, move); - ActionSwitchState switchToIdle = new ActionSwitchState(m_StateSystem, idle); - ActionSwitchState switchToAttk1 = new ActionSwitchState(m_StateSystem, attk1); - ActionSwitchState switchToAttk2 = new ActionSwitchState(m_StateSystem, attk2); - ActionSwitchState switchToAttk3 = new ActionSwitchState(m_StateSystem, attk3); - ActionSwitchState switchToAttk4 = new ActionSwitchState(m_StateSystem, attk4); - ActionSwitchState switchToAttk5 = new ActionSwitchState(m_StateSystem, attk5); - ActionSwitchState switchToAttkRush = new ActionSwitchState(m_StateSystem, attkRush); - ActionSwitchState switchToSideKick = new ActionSwitchState(m_StateSystem, sideKick); - ActionSwitchState switchToSideKickRush = new ActionSwitchState(m_StateSystem, sideKickRush); - ActionSwitchState switchToDash = new ActionSwitchState(m_StateSystem, dash); - ActionSwitchState switchToSuperKick = new ActionSwitchState(m_StateSystem, superKick); - ActionSwitchState switchToGun1 = new ActionSwitchState(m_StateSystem, gun1); - ActionSwitchState switchToGun2 = new ActionSwitchState(m_StateSystem, gun2); - ActionSwitchState switchToGun3 = new ActionSwitchState(m_StateSystem, gun3); - ActionSwitchState switchToGun4 = new ActionSwitchState(m_StateSystem, gun4); - - ActionSwitchState switchToAirDash = new ActionSwitchState(m_StateSystem, airDash); - ActionSwitchState switchToAirAttk1 = new ActionSwitchState(m_StateSystem, airAttk1); + ActionJump toJump = new ActionJump(m_StateController, jump); + ActionJumpForward toJumpForward = new ActionJumpForward(m_StateController, jump); + + ActionSwitchState switchToMove = new ActionSwitchState(m_StateController, move); + ActionSwitchState switchToIdle = new ActionSwitchState(m_StateController, idle); + ActionSwitchState switchToAttk1 = new ActionSwitchState(m_StateController, attk1); + ActionSwitchState switchToAttk2 = new ActionSwitchState(m_StateController, attk2); + ActionSwitchState switchToAttk3 = new ActionSwitchState(m_StateController, attk3); + ActionSwitchState switchToAttk4 = new ActionSwitchState(m_StateController, attk4); + ActionSwitchState switchToAttk5 = new ActionSwitchState(m_StateController, attk5); + ActionSwitchState switchToAttkRush = new ActionSwitchState(m_StateController, attkRush); + ActionSwitchState switchToSideKick = new ActionSwitchState(m_StateController, sideKick); + ActionSwitchState switchToSideKickRush = new ActionSwitchState(m_StateController, sideKickRush); + ActionSwitchState switchToDash = new ActionSwitchState(m_StateController, dash); + ActionSwitchState switchToSuperKick = new ActionSwitchState(m_StateController, superKick); + ActionSwitchState switchToGun1 = new ActionSwitchState(m_StateController, gun1); + ActionSwitchState switchToGun2 = new ActionSwitchState(m_StateController, gun2); + ActionSwitchState switchToGun3 = new ActionSwitchState(m_StateController, gun3); + ActionSwitchState switchToGun4 = new ActionSwitchState(m_StateController, gun4); + + ActionSwitchState switchToAirDash = new ActionSwitchState(m_StateController, airDash); + ActionSwitchState switchToAirAttk1 = new ActionSwitchState(m_StateController, airAttk1); ActionWipeCmdRecord wipeCmdRecord = new ActionWipeCmdRecord(); @@ -376,7 +376,7 @@ public partial class SaionjiScript : Avatar trigger = new Trigger(new ConditionMotionAtEnd(animator, Anim_AirAttack1), new List<ActionBase> { new ActionSetVelocity(m_Body, Vector3.zero), new ActionUseGravity(m_Body), toJump}); airAttk1.AddTrigger(trigger); - m_StateSystem.ForceStart(idle); + m_StateController.ForceStart(idle); } }
\ No newline at end of file diff --git a/Assets/Scripts/Test/SaionjiUberAbility.cs b/Assets/Scripts/Test/SaionjiUberAbility.cs index aef538a2..a058b4a6 100644 --- a/Assets/Scripts/Test/SaionjiUberAbility.cs +++ b/Assets/Scripts/Test/SaionjiUberAbility.cs @@ -5,12 +5,12 @@ using UnityEngine; public class SaionjiUberState : UberState
{
Avatar m_Avatar;
- StateSystem m_StateSystem;
+ StateController m_StateController;
- public SaionjiUberState(Avatar avatar, StateSystem system)
+ public SaionjiUberState(Avatar avatar, StateController system)
{
m_Avatar = avatar;
- m_StateSystem = system;
+ m_StateController = system;
}
public override void OnUpdate()
|