Ejemplo n.º 1
0
    void FSMInit()
    {
        _fsm = new FSM <States>();
        var follow = new FollowState <States>(FlockingRun, _model, _minionState, criticalHealthAmount, team, _root);
        var attack = new AttackState <States>(_model, _minionState, shootCD, team, criticalHealthAmount, _root);
        var flee   = new FleeState <States>(SetupPathfinding, Run, _model, _minionState, secureZone, secureHealthAmount, distToSecureZone, _root);

        follow.AddTransitionState(States.Attack, attack);
        follow.AddTransitionState(States.Flee, flee);
        attack.AddTransitionState(States.Follow, follow);
        attack.AddTransitionState(States.Flee, flee);
        flee.AddTransitionState(States.Follow, follow);

        _fsm.SetInit(follow);
    }
Ejemplo n.º 2
0
    void FSMInit()
    {
        _fsm = new FSM <States>();
        var move   = new MoveState <States>(SetupPathfinding, Run, _model, _leaderState, goal, criticalHealthAmount, team, distToGoal, _root);
        var attack = new AttackState <States>(_model, _leaderState, shootCD, team, criticalHealthAmount, _root);
        var flee   = new FleeState <States>(SetupPathfinding, Run, _model, _leaderState, secureZone, secureHealthAmount, distToSecureZone, _root);
        var idle   = new IdleState <States>(_model, _leaderState, goal, distToGoal, criticalHealthAmount, team, _root);

        move.AddTransitionState(States.Idle, idle);
        move.AddTransitionState(States.Attack, attack);
        move.AddTransitionState(States.Flee, flee);
        attack.AddTransitionState(States.Move, move);
        attack.AddTransitionState(States.Flee, flee);
        flee.AddTransitionState(States.Move, move);
        idle.AddTransitionState(States.Move, move);
        idle.AddTransitionState(States.Flee, flee);
        idle.AddTransitionState(States.Attack, attack);

        _fsm.SetInit(move);
    }