本文整理汇总了C#中GamePlayer.ChangeState_Idle方法的典型用法代码示例。如果您正苦于以下问题:C# GamePlayer.ChangeState_Idle方法的具体用法?C# GamePlayer.ChangeState_Idle怎么用?C# GamePlayer.ChangeState_Idle使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GamePlayer
的用法示例。
在下文中一共展示了GamePlayer.ChangeState_Idle方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Update
public override void Update(GameTime deltaTime, GamePlayer player)
{
// Change back to idle state
player.ChangeState_Idle();
// MAKE sure this is after changing state
base.Update(deltaTime, player);
}
示例2: Update
public override void Update(GameTime deltaTime, GamePlayer player)
{
// Switch back to the movement state after 2 seconds
float elapsedTime = (float)deltaTime.ElapsedGameTime.TotalSeconds;
if ( (m_JumpTime -= elapsedTime) <= 0.0f )
{
// If there is any movement left then switch to the movement state
if (player.CurrentDiceRoll != 0)
{
// Move to the next square and continue movement code as normal
player.MoveToNextSquare();
player.ChangeState_Movement();
}
else
player.ChangeState_Idle();
}
// MAKE sure this is after changing state
base.Update(deltaTime, player);
}
示例3: Update
//.........这里部分代码省略.........
{
if (!tutorials.HasTutorialBeenShown(TutorialStage.StartTutorial))
{
// If the camera is stationary
if (CameraManager.Instance.ActiveCamera != null)
{
if (!CameraManager.Instance.ActiveCamera.Tween)
{
// Show start tutorial
tutorials.ShowTutorial(TutorialStage.StartTutorial, Vector3.Zero, UIManager.TextureAlignment.eTopLeft);
}
}
// Set not to change state this cycle
changeState = false;
}
else if (current.GetType().IsSubclassOf(typeof(ArithmeticSquare)))
{
if ( !tutorials.HasTutorialBeenShown(TutorialStage.ArithmeticSquares) )
{
// If the camera is stationary
if (CameraManager.Instance.ActiveCamera != null)
{
if (!CameraManager.Instance.ActiveCamera.Tween)
{
// Show start tutorial
tutorials.ShowTutorial(TutorialStage.ArithmeticSquares, Vector3.Zero, UIManager.TextureAlignment.eTopLeft);
}
}
// Set not to change state this cycle
changeState = false;
}
}
else if (current.GetType() == typeof(IfSquare))
{
if (!tutorials.HasTutorialBeenShown(TutorialStage.IfSquare))
{
// If the camera is stationary
if (CameraManager.Instance.ActiveCamera != null)
{
if (!CameraManager.Instance.ActiveCamera.Tween)
{
// Show start tutorial
tutorials.ShowTutorial(TutorialStage.IfSquare, Vector3.Zero, UIManager.TextureAlignment.eTopLeft);
}
}
// Set not to change state this cycle
changeState = false;
}
}
else if (current.GetType() == typeof(WhileSquare))
{
if (!tutorials.HasTutorialBeenShown(TutorialStage.WhileSquare))
{
// If the camera is stationary
if (CameraManager.Instance.ActiveCamera != null)
{
if (!CameraManager.Instance.ActiveCamera.Tween)
{
// Show start tutorial
tutorials.ShowTutorial(TutorialStage.WhileSquare, Vector3.Zero, UIManager.TextureAlignment.eTopLeft);
}
}
// Set not to change state this cycle
changeState = false;
}
}
else if (current.GetType() == typeof(SwitchSquare))
{
if (!tutorials.HasTutorialBeenShown(TutorialStage.SwitchSquare))
{
// If the camera is stationary
if (CameraManager.Instance.ActiveCamera != null)
{
if (!CameraManager.Instance.ActiveCamera.Tween)
{
// Show start tutorial
tutorials.ShowTutorial(TutorialStage.SwitchSquare, Vector3.Zero, UIManager.TextureAlignment.eTopLeft);
}
}
// Set not to change state this cycle
changeState = false;
}
}
}
}
if (changeState)
{
// Change back to idle state
player.ChangeState_Idle();
}
// MAKE sure this is after changing state
base.Update(deltaTime, player);
}