public FSMState(Star star, Star.e_State state) { _fsm = star.FiniteStateMachine; _star = star; EnumState = state; //_image = sprite; }
public FSMState GetState(Star.e_State state) { if (!_stateDic.ContainsKey(state)) { Debug.LogErrorFormat("FSM GetState Error!"); } return(_stateDic[state]); }
public StarSim( Star.e_State state, int def, int vigour, int capacity, Vector2 location, float enemyTroops, float playerTroops, float schedule) { SetInitState(state); _DEF = def; _vigour = vigour; _capacity = capacity; _location = location; _enemyTroops = enemyTroops; _playerTroops = playerTroops; _schedule = schedule; }
void SetProperty( Star.e_State state, int def, int vigour, int capacity, Vector2 location, float enemyTroops, float playerTroops, float schedule) { _selectedState = state; _DEF = def; _vigour = vigour; _capacity = capacity; _location = location; _enemyTroops = enemyTroops; _playerTroops = playerTroops; _schedule = schedule; }
void SetInitState(Star.e_State state) { _fsmState = _fsm.GetState(state); }
public FSMTransition(Star.e_State nextState, CheckCondition callback) { _toState = nextState; Check = callback; }