Beispiel #1
0
void WaitState::Update(double dt)
{
	FSMState::Update(dt);

	// Get the actual Character-type pointer
	Character* c = dynamic_cast<Character*>(m_FSMOwner);

	// Invalid pointer
	if (!c)
	{
		return;
	}

	// It is our turn? Let's go
	if (!c->IsAlive())
	{
		// Go to dead state
		changeState(new DeadState());

	}
	else if (c->GetStunnedTurns() > 0)
	{
		changeState(new StunnedState());
	}
	else if (!c->GetEndTurn())
	{
		changeState(new ActionState());
	}
	else
	{
		// Both NPC does not exist
		return;
	}
}
Beispiel #2
0
void DeadState::Update(double dt)
{
	FSMState::Update(dt);

	// Get the actual Character-type pointer
	Character* c = dynamic_cast<Character*>(m_FSMOwner);

	if (!c->GetEndTurn())
	{
		c->EndTurn();
	}
}