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-rw-r--r--Assets/Scripts/Test/ArmorSoldierScript_States.cs4
-rw-r--r--Assets/Scripts/Test/SaionjiScript.cs8
-rw-r--r--Assets/Scripts/Test/SaionjiScript_States.cs46
-rw-r--r--Assets/Scripts/Test/SaionjiUberAbility.cs6
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()