void Character::Update() { printf(">>> Character::Update\n"); // Update state machine mStateMachine.ProcessStateTransitions(); mStateMachine.UpdateStates(); }
void Character::Update() { // Update state machine mStateMachine.ProcessStateTransitions(); mStateMachine.UpdateStates(); // Move character const float MAX_SPEED = 100.0f; float currSpeed = mSpeedScale * MAX_SPEED; mPhysicsComponent.SetSpeed(currSpeed); mPhysicsComponent.Move(); printf("Current speed: %f\n", currSpeed); }
void Character::Update() { // Update state machine mStateMachine.ProcessStateTransitions(); mStateMachine.UpdateStates(); }
void MyOwner::UpdateStateMachine() { mStateMachine.ProcessStateTransitions(); mStateMachine.UpdateStates(); }