void RugbyManAttack::sendMessage(GameMessage::Message *message) { switch (message->id) { case GameMessage::ATTACK1: Attack1(); break; case GameMessage::ATTACK2: Attack2(); break; case GameMessage::ATTACK3: Attack3(); break; case GameMessage::STOP_DASH: this->composition->setType(GameObjects::PLAYER); default: break; } }
void BaseballAttack::sendMessage(GameMessage::Message *message) { GameComponents::InputComponent *input = reinterpret_cast<GameComponents::InputComponent*> (this->composition->getComponent(GameComponents::WINDOW)); switch (message->id) { case GameMessage::ATTACK1: Attack1(); break; case GameMessage::ATTACK2: Attack2(); break; case GameMessage::ATTACK3: Attack3(); break; case GameMessage::ATTACK3_RELEASED: Attack3Released(); break; default: break; } }
void ComCharacter::Update() { if (m_pFollow != NULL && m_pFollow->IsFollowing) { m_pCurrentState->Walk(eAni_Walk); GetHeight(); } else if (m_pFollow != NULL && m_pFollow->AbleAttack) Attack1(); CheckMonDeath(); m_pCurrentState->Update(); HPMPRecovery(); if (m_pTimerDamage->GetTime() > 1.f) m_pComUIDamage->Enable = false; if (m_pTimerCritical->GetTime() > 1.f) m_pComUICritical->Enable = false; }