Ejemplo n.º 1
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 public BullDemonKingSofaState(BullDemonKingFSMSystem fsm, ICharacter character) : base(fsm, character)
 {
     mStateID = BullDemonKingStateID.Sofa;
 }
Ejemplo n.º 2
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 public BullDemonKingDisappearState(BullDemonKingFSMSystem fsm, ICharacter character) : base(fsm, character)
 {
     mStateID = BullDemonKingStateID.Disappear;
 }
Ejemplo n.º 3
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 public IBullDemonKingState(BullDemonKingFSMSystem fsm, ICharacter character)
 {
     mFSMSystem = fsm;
     mCharacter = character;
 }
 public BullDemonKingBreakOXHornState(BullDemonKingFSMSystem fsm, ICharacter character) : base(fsm, character)
 {
     mStateID = BullDemonKingStateID.BreakOXhorn;
 }
 public BullDemonKingBreakFireCricleState(BullDemonKingFSMSystem fsm, ICharacter character) : base(fsm, character)
 {
     mStateID = BullDemonKingStateID.BreakFireCricle;
 }
Ejemplo n.º 6
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    private void MakeFSM()
    {
        mFSMSystem = new BullDemonKingFSMSystem();

        BullDemonKingAppearState appearState = new BullDemonKingAppearState(mFSMSystem, this);

        appearState.AddTransition(BullDemonKingTransition.Rest, BullDemonKingStateID.Idle);

        BullDemonKingIdleState idleState = new BullDemonKingIdleState(mFSMSystem, this);

        idleState.AddTransition(BullDemonKingTransition.Desk, BullDemonKingStateID.Desk);
        idleState.AddTransition(BullDemonKingTransition.Sofa, BullDemonKingStateID.Sofa);
        idleState.AddTransition(BullDemonKingTransition.NotInRightPosition, BullDemonKingStateID.Move);
        idleState.AddTransition(BullDemonKingTransition.FireFist, BullDemonKingStateID.FireFist);
        idleState.AddTransition(BullDemonKingTransition.FireCricle, BullDemonKingStateID.FireCricle);
        idleState.AddTransition(BullDemonKingTransition.OXHorn, BullDemonKingStateID.OXHorn);
        idleState.AddTransition(BullDemonKingTransition.NoHealth, BullDemonKingStateID.Dead);

        BullDemonKingMoveState moveState = new BullDemonKingMoveState(mFSMSystem, this);

        moveState.AddTransition(BullDemonKingTransition.Rest, BullDemonKingStateID.Idle);

        BullDemonKingDeskState deskState = new BullDemonKingDeskState(mFSMSystem, this);

        deskState.AddTransition(BullDemonKingTransition.Rest, BullDemonKingStateID.Idle);

        BullDemonKingSofaState sofaState = new BullDemonKingSofaState(mFSMSystem, this);

        sofaState.AddTransition(BullDemonKingTransition.Rest, BullDemonKingStateID.Idle);


        BullDemonKingFireFistState fireFistState = new BullDemonKingFireFistState(mFSMSystem, this);

        fireFistState.AddTransition(BullDemonKingTransition.Rest, BullDemonKingStateID.Idle);
        fireFistState.AddTransition(BullDemonKingTransition.BreakFireFist, BullDemonKingStateID.BreakFireFist);

        BullDemonKingOXHornState oXHornState = new BullDemonKingOXHornState(mFSMSystem, this);

        oXHornState.AddTransition(BullDemonKingTransition.Rest, BullDemonKingStateID.Idle);
        oXHornState.AddTransition(BullDemonKingTransition.BreakOXhorn, BullDemonKingStateID.BreakOXhorn);

        BullDemonKingFireCricleState fireCricleState = new BullDemonKingFireCricleState(mFSMSystem, this);

        fireCricleState.AddTransition(BullDemonKingTransition.Rest, BullDemonKingStateID.Idle);
        fireCricleState.AddTransition(BullDemonKingTransition.BreakFireCricle, BullDemonKingStateID.BreakFireCricle);

        BullDemonKingBreakFireCricleState breakFireCricleState = new BullDemonKingBreakFireCricleState(mFSMSystem, this);

        breakFireCricleState.AddTransition(BullDemonKingTransition.Rest, BullDemonKingStateID.Idle);

        BullDemonKingBreakFireFistState breakFireFistState = new BullDemonKingBreakFireFistState(mFSMSystem, this);

        breakFireFistState.AddTransition(BullDemonKingTransition.Rest, BullDemonKingStateID.Idle);

        BullDemonKingBreakOXHornState breakOXHornState = new BullDemonKingBreakOXHornState(mFSMSystem, this);

        breakOXHornState.AddTransition(BullDemonKingTransition.Rest, BullDemonKingStateID.Idle);

        BullDemonKingDeadState deadState = new BullDemonKingDeadState(mFSMSystem, this);

        deadState.AddTransition(BullDemonKingTransition.Disappear, BullDemonKingStateID.Disappear);

        BullDemonKingDisappearState disappearState = new BullDemonKingDisappearState(mFSMSystem, this);

        mFSMSystem.AddState(appearState, idleState, moveState, deskState, sofaState, fireFistState, oXHornState, fireCricleState, breakFireCricleState, breakFireFistState, breakOXHornState, deadState, disappearState);
    }
Ejemplo n.º 7
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 public BullDemonKingIdleState(BullDemonKingFSMSystem fsm, ICharacter character) : base(fsm, character)
 {
     mStateID = BullDemonKingStateID.Idle;
 }
Ejemplo n.º 8
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 public BullDemonKingDeadState(BullDemonKingFSMSystem fsm, ICharacter character) : base(fsm, character)
 {
     mStateID = BullDemonKingStateID.Dead;
 }
Ejemplo n.º 9
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 public BullDemonKingFireFistState(BullDemonKingFSMSystem fsm, ICharacter character) : base(fsm, character)
 {
     mStateID = BullDemonKingStateID.FireFist;
 }