// Start(): Use this for initialization
    void Start()
    {
        // Variable Initialisation
        m_Brain  = this.GetComponent <PS_Logicaliser>();
        mAnimate = new Animate(this.transform);

        dict_States = new Dictionary <PSState, IPSState>();
        dict_States.Add(PSState.Idle, new PS_IdleState(this, m_Brain));
        dict_States.Add(PSState.Attack, new PS_AttackState(this));
        dict_States.Add(PSState.Defend, new PS_DefendState(this));
        dict_States.Add(PSState.Produce, new PS_ProduceState(this));
        dict_States.Add(PSState.FindResource, new PS_FindResourceState(this));
        dict_States.Add(PSState.Dead, new PS_DeadState(this));
        m_CurrentEnumState = PSState.Dead;
        m_CurrentState     = dict_States[m_CurrentEnumState];
        m_CurrentState.Enter();
    }
Beispiel #2
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 // Constructor
 public PS_IdleState(PlayerSquadFSM para_playerSquadFSM, PS_Logicaliser para_Brain)
 {
     m_psFSM = para_playerSquadFSM;
     m_Brain = para_Brain;
 }
    // Start(): Use this for initialization
    void Start()
    {
        // Variable Initialisation
        m_Brain = this.GetComponent<PS_Logicaliser>();
        mAnimate = new Animate(this.transform);

        dict_States = new Dictionary<PSState, IPSState>();
        dict_States.Add(PSState.Idle, new PS_IdleState(this, m_Brain));
        dict_States.Add(PSState.Attack, new PS_AttackState(this));
        dict_States.Add(PSState.Defend, new PS_DefendState(this));
        dict_States.Add(PSState.Produce, new PS_ProduceState(this));
        dict_States.Add(PSState.FindResource, new PS_FindResourceState(this));
        dict_States.Add(PSState.Dead, new PS_DeadState(this));
        m_CurrentEnumState = PSState.Dead;
        m_CurrentState = dict_States[m_CurrentEnumState];
        m_CurrentState.Enter();
    }
Beispiel #4
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 // Constructor
 public PS_IdleState(PlayerSquadFSM para_playerSquadFSM, PS_Logicaliser para_Brain)
 {
     m_psFSM = para_playerSquadFSM;
     m_Brain = para_Brain;
 }