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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ConditionCheckJumpState : ConditionBase
{
JumpState m_State;
JumpState.Stage m_Stage;
JumpState.Direction m_Direction;
public ConditionCheckJumpState(JumpState state, JumpState.Stage stage = JumpState.Stage.None, JumpState.Direction direction = JumpState.Direction.None)
{
m_State = state;
m_State = state;
m_Direction = direction;
}
public override bool Evaluate()
{
if (m_State == null)
return false;
if (m_Stage != JumpState.Stage.None && m_Direction != JumpState.Direction.None)
{
return m_State.CurStage == m_Stage
&& m_State.CurDirection == m_Direction;
}
else if (m_Stage != JumpState.Stage.None && m_Direction == JumpState.Direction.None)
{
return m_State.CurStage == m_Stage;
}
else if (m_Stage == JumpState.Stage.None && m_Direction != JumpState.Direction.None)
{
return m_State.CurDirection == m_Direction;
}
else
return false;
}
}
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