public AerialState(StateMachine sm_) { sm = sm_; exitActions = new IAction[1]; exitActions[0] = new AerialAction(sm); entryActions = new IAction[1]; entryActions[0] = new AerialAction(sm); actions = new IAction[1]; actions[0] = new AerialAction(sm); transitions = new ITransition[1]; transitions[0] = new ToInitial(sm); }
public JumpState(StateMachine sm_) { sm = sm_; exitActions = new IAction[1]; exitActions[0] = new JumpAction(sm); entryActions = new IAction[1]; entryActions[0] = new JumpAction(sm); actions = new IAction[1]; actions[0] = new JumpAction(sm); transitions = new ITransition[2]; transitions[0] = new ToInitial(sm); transitions[1] = new ToAerial(sm); }
public AdvanceState(StateMachine sm_) { sm = sm_; exitActions = new IAction[1]; exitActions[0] = new AdvanceAction(sm); entryActions = new IAction[1]; entryActions[0] = new AdvanceAction(sm); actions = new IAction[1]; actions[0] = new AdvanceAction(sm); transitions = new ITransition[4]; transitions[0] = new ToInitial(sm); transitions[1] = new ToProjectile(sm_); transitions[2] = new ToJump(sm_); transitions[3] = new ToAntiAir(sm_); }
public ProjectileState(StateMachine sm_) { sm = sm_; transitions = new ITransition[3]; transitions[0] = new ToInitial(sm_); transitions[1] = new ToAdvance(sm_); transitions[2] = new ToRetreat(sm_); exitActions = new IAction[1]; exitActions[0] = new ProjectileAction(sm); entryActions = new IAction[1]; entryActions[0] = new ProjectileAction(sm); actions = new IAction[1]; actions[0] = new ProjectileAction(sm); }