private void Start() { _fsm = new MyFSM(Moves); _fsm.AddStates((int)StatsEnum.Shield_Attack, Shield_Attack); _fsm.AddStates((int)StatsEnum.Strike_1, Strike_1); _fsm.AddStates((int)StatsEnum.Strike_2, Strike_2); _fsm.AddStates((int)StatsEnum.Strike_3, Strike_3); _fsm.AddStates((int)StatsEnum.Uppercut, DoUppercut); }
// Use this for initialization void Start() { _anima = GetComponent <Animator>(); _rigidbody = GetComponent <Rigidbody2D>(); _audioManager = GetComponent <AudioManager>(); _manager = GetComponent <GhostManager>(); _fsm = new MyFSM(Moves); _fsm.AddStates((int)GhostState.Attack, DoAttack); }
// Use this for initialization void Start() { _anima = GetComponent <Animator> (); _rigidbody = GetComponent <Rigidbody2D> (); _audioManager = GetComponent <AudioManager> (); _manager = GetComponent <FallenManager> (); _fsm = new MyFSM(Moves); _fsm.AddStates((int)FallenState.Moves, Moves); _fsm.AddStates((int)FallenState.Attack, DoAttack); _fsm.AddStates((int)FallenState.Teleport, DoTeleport); }
void Start() { stateMachine = new MyFSM(); availableActions = new HashSet <Action>(); currentActions = new Queue <Action>(); planner = new planner(); findDataProvider(); createIdleState(); createMoveToState(); createPerformActionState(); stateMachine.pushState(idleState); loadActions(); }