private void InitMeleeStateMachine()
        {
            _meleeStateMachine = new FinitStateMachine();

            MeleeIdleDetectionState idleState = new MeleeIdleDetectionState
                                                    (_meleeStateMachine, transform, player.transform, GameSettings.Instance.MeleeDetectionRadius);

            MeleeAttackState attackState
                = new MeleeAttackState(_meleeStateMachine, player.transform, _meleeCastPoint, _meleeSpawnPoint);

            CooldownState cooldownState = new CooldownState
                                              (_meleeStateMachine, idleState, GameSettings.Instance.MeleeCooldownBase,
                                              GameSettings.Instance.MeleeCooldownShift);

            _meleeStateMachine.AddStates(idleState, attackState, cooldownState);
        }
        private void InitRangeStateMachine()
        {
            _rangeStateMachine = new FinitStateMachine();

            RangeIdleDetectionState idleState = new RangeIdleDetectionState
                                                    (_rangeStateMachine, transform, player.transform, GameSettings.Instance.RangeDetectionRadius);

            SingleProjectileCaseState singleCastState
                = new SingleProjectileCaseState(_rangeStateMachine, player.transform, _singleProjectileSpawnPoint);

            SeveralProjectilesCastState severalCastState
                = new SeveralProjectilesCastState(_rangeStateMachine, player.transform, _severalProjectileSpawnPoints);

            AttackState attackState = new AttackState(_rangeStateMachine, singleCastState, severalCastState);

            CooldownState cooldownState = new CooldownState(
                _rangeStateMachine, idleState, GameSettings.Instance.RangeCooldownBase,
                GameSettings.Instance.RangeCooldownShift);

            _rangeStateMachine.AddStates(idleState, singleCastState, severalCastState, attackState, cooldownState);
        }
Beispiel #3
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        protected override void InitStateMachine()
        {
            _stateMachine = new FinitStateMachine();

            BaseState idleState = null;

            if (data.WayPoints != null && data.WayPoints.Length > 1)
            {
                idleState = new PatrolState(_stateMachine, data);
            }
            else
            {
                idleState = new IdleDetectionState(_stateMachine, data);
            }

            var attackState     = new RangeAttackState(_stateMachine, data);
            var chasingState    = new ChasingState(_stateMachine, data, attackState);
            var cooldownState   = new ChasingCooldownState(_stateMachine, data, attackState);
            var takeDamageState = new TakeDamageState(_stateMachine, data, chasingState);

            _stateMachine.AddStates(idleState, chasingState, attackState, cooldownState, takeDamageState);
        }