Example #1
0
 public override void Initialize()
 {
     AnimStates.Add(new AnimStateIdle(AnimEngine, Owner));
     AnimStates.Add(new AnimStateMove(AnimEngine, Owner));
     DefaultAnimState = AnimStates[(int)E_AnimState.E_Idle];
     base.Initialize();
 }
Example #2
0
    public override void Initialize()
    {
        AnimStates.Add(AnimActionFactory.E_Type.Move, new AnimStateMove(AnimEngine, Owner));

        DefaultAnimState          = AnimStates[AnimActionFactory.E_Type.Move];
        AnimEngine.eventListener += HandleMecAnimEvent;
    }
Example #3
0
    public override void Initialize()
    {
        //To do add anim state
        //添加角色状态到列表
        AnimStates.Add(new AnimStateIdle(AnimEngine, Owner));
        AnimStates.Add(new AnimStateMove(AnimEngine, Owner));

        DefaultAnimState = AnimStates[(int)E_animState.E_Idle];
        base.Initialize();
    }
Example #4
0
    /// <summary>
    /// Initialize this instance.
    /// </summary>
    public override void Initialize()
    {
        // todo: add Anim State
        // 添加角色状态到列表
        AnimStates.Add(new AnimStateIdle(AnimEngine, Owner));
        AnimStates.Add(new AnimStateMove(AnimEngine, Owner));
        AnimStates.Add(new AnimStateAttackMelee(AnimEngine, Owner));

        DefaultAnimState = AnimStates[(int)E_AnimState.E_Idle];
        base.Initialize();
    }
Example #5
0
 public AnimFSMEnemyBossOrochi(Animation anims, Agent owner) : base(anims, owner)
 {
     AnimStates.Add(new AnimStateIdle(AnimEngine, Owner));         //E_MyAnimState.E_IDLE
     AnimStates.Add(new AnimStateGoTo(AnimEngine, Owner));         //E_MyAnimState.E_GOTO
     AnimStates.Add(new AnimStateCombatMove(AnimEngine, Owner));   //E_MyAnimState.E_GOTO
     AnimStates.Add(new AnimStateRotate(AnimEngine, Owner));       //E_MyAnimState.Rotate
     AnimStates.Add(new AnimStateAttackMelee(AnimEngine, Owner));  //E_MyAnimState.E_ATTACK_MELEE
     AnimStates.Add(new AnimStatePlayAnim(AnimEngine, Owner));     //E_MyAnimState.E_PLAY_ANIM
     AnimStates.Add(new AnimStateInjuryPhased(AnimEngine, Owner)); //E_MyAnimState.E_INJURY
     AnimStates.Add(new AnimStateBlocking(AnimEngine, Owner));     //E_MyAnimState.E_BLOCK
     AnimStates.Add(new AnimStateDeath(AnimEngine, Owner));        //E_MyAnimState._E_DEATH
 }
Example #6
0
 public AnimFSMEnemyPeasant(Animation anims, Agent owner) : base(anims, owner)
 {
     AnimStates.Add(new AnimStateIdle(AnimEngine, Owner));         //E_MyAnimState.E_IDLE
     AnimStates.Add(new AnimStateGoTo(AnimEngine, Owner));         //E_MyAnimState.E_GOTO
     AnimStates.Add(new AnimStateCombatMove(AnimEngine, Owner));   //E_MyAnimState.combatMove
     AnimStates.Add(new AnimStateRotate(AnimEngine, Owner));       //E_MyAnimState.Rotate
     AnimStates.Add(new AnimStateAttackMelee(AnimEngine, Owner));  //E_MyAnimState.E_ATTACK_MELEE
     AnimStates.Add(new AnimStatePlayAnim(AnimEngine, Owner));     //E_MyAnimState.E_PLAY_ANIM
     AnimStates.Add(new AnimStateInjury(AnimEngine, Owner));       //E_MyAnimState.E_INJURY
     AnimStates.Add(new AnimStateKnockdown(AnimEngine, Owner));    //E_MyAnimState.Knockdown
     AnimStates.Add(new AnimStateDeath(AnimEngine, Owner));        //E_MyAnimState._E_DEATH
 }
Example #7
0
    public override void Initialize()
    {
        AnimStates.Add(new AnimStateIdle(AnimEngine, Owner));        //E_MyAnimState.E_IDLE
        AnimStates.Add(new AnimStateGoTo(AnimEngine, Owner));        //E_MyAnimState.E_GOTO
        AnimStates.Add(new AnimStateCombatMove(AnimEngine, Owner));  //E_MyAnimState.E_GOTO
        AnimStates.Add(new AnimStateRotate(AnimEngine, Owner));      //E_MyAnimState.Rotate
        AnimStates.Add(new AnimStateAttackMelee(AnimEngine, Owner)); //E_MyAnimState.E_ATTACK_MELEE
        AnimStates.Add(new AnimStatePlayAnim(AnimEngine, Owner));    //E_MyAnimState.E_PLAY_ANIM
        AnimStates.Add(new AnimStateInjury(AnimEngine, Owner));      //E_MyAnimState.E_INJURY
        AnimStates.Add(new AnimStateBlocking(AnimEngine, Owner));    //E_MyAnimState.E_BLOCK
        AnimStates.Add(new AnimStateDeath(AnimEngine, Owner));       //E_MyAnimState._E_DEATH

        DefaultAnimState = AnimStates[(int)E_MyAnimState.E_IDLE];
        base.Initialize();
    }
Example #8
0
    public override void Initialize()
    {
        AnimStates.Add(new AnimStateIdle(AnimEngine, Owner));        //E_MyAnimState.E_IDLE
        AnimStates.Add(new AnimStateGoTo(AnimEngine, Owner));        //E_MyAnimState.E_GOTO
        AnimStates.Add(new AnimStateMove(AnimEngine, Owner));        //E_MyAnimState.E_MOVE
        AnimStates.Add(new AnimStateAttackMelee(AnimEngine, Owner)); //E_MyAnimState.E_ATTACK_MELEE
        AnimStates.Add(new AnimStateRoll(AnimEngine, Owner));        //E_MyAnimState.E_ROLL
        AnimStates.Add(new AnimStateUseLever(AnimEngine, Owner));    //use lever
        AnimStates.Add(new AnimStateTeleport(AnimEngine, Owner));    // teleport
        AnimStates.Add(new AnimStateInjury(AnimEngine, Owner));      //E_MyAnimState.E_INJURY
        AnimStates.Add(new AnimStateDeath(AnimEngine, Owner));       //E_MyAnimState._EDEATHM

        DefaultAnimState = AnimStates[(int)E_MyAnimState.E_IDLE];
        base.Initialize();
    }
Example #9
0
    public override void Initialize()
    {
        /*
         * 初始化属于可见物体的状态机
         */
        AnimStates.Add(AnimActionFactory.E_Type.Idle, new AnimStateIdle(AnimEngine, Owner));
        AnimStates.Add(AnimActionFactory.E_Type.PlayAnim, new AnimStatePlayAnim(AnimEngine, Owner));
        AnimStates.Add(AnimActionFactory.E_Type.Move, new AnimStateMove(AnimEngine, Owner));
        AnimStates.Add(AnimActionFactory.E_Type.UseSkill, new AnimStateUseSkill(AnimEngine, Owner));
        AnimStates.Add(AnimActionFactory.E_Type.Death, new AnimStateDeath(AnimEngine, Owner));


        //设置默认的动画状态
        DefaultAnimState = AnimStates[AnimActionFactory.E_Type.Idle];

        if (AnimEngine == null)
        {
            return;
        }

        AnimEngine.eventListener += HandleMecAnimEvent;
    }