public BearFollowState(BearFSMSystem fsm, ICharacter character) : base(fsm, character) { mStateID = BearStateID.Follow; }
public BearDisappearState(BearFSMSystem fsm, ICharacter character) : base(fsm, character) { mStateID = BearStateID.Disappear; }
public BearBeatState(BearFSMSystem fsm, ICharacter character) : base(fsm, character) { mStateID = BearStateID.Beat; }
public BearFireBallState(BearFSMSystem fsm, ICharacter character) : base(fsm, character) { mStateID = BearStateID.FireBall; }
public BearBreakClawState(BearFSMSystem fsm, ICharacter character) : base(fsm, character) { mStateID = BearStateID.BreakClaw; }
private void MakeFSM() { mFSMSystem = new BearFSMSystem(); BearAppearState appearState = new BearAppearState(mFSMSystem, this); appearState.AddTransition(BearTransition.Rest, BearStateID.Idle); BearIdleState idleState = new BearIdleState(mFSMSystem, this); idleState.AddTransition(BearTransition.Howl, BearStateID.Howl); idleState.AddTransition(BearTransition.Claw, BearStateID.Claw); idleState.AddTransition(BearTransition.Beat, BearStateID.Beat); idleState.AddTransition(BearTransition.FireBall, BearStateID.FireBall); idleState.AddTransition(BearTransition.SeaEnemy, BearStateID.Chase); idleState.AddTransition(BearTransition.NoHealth, BearStateID.Dead); idleState.AddTransition(BearTransition.Follow, BearStateID.Follow); idleState.AddTransition(BearTransition.ToHome, BearStateID.ToHome); BearChaseState chaseState = new BearChaseState(mFSMSystem, this); chaseState.AddTransition(BearTransition.Rest, BearStateID.Idle); chaseState.AddTransition(BearTransition.Claw, BearStateID.Claw); chaseState.AddTransition(BearTransition.Beat, BearStateID.Beat); chaseState.AddTransition(BearTransition.FireBall, BearStateID.FireBall); chaseState.AddTransition(BearTransition.SpeedUp, BearStateID.SpeedUp); chaseState.AddTransition(BearTransition.Follow, BearStateID.Follow); BearSpeedUpState speedUpState = new BearSpeedUpState(mFSMSystem, this); speedUpState.AddTransition(BearTransition.SeaEnemy, BearStateID.Chase); BearToHomeState toHomeState = new BearToHomeState(mFSMSystem, this); toHomeState.AddTransition(BearTransition.Rest, BearStateID.Idle); BearFollowState followState = new BearFollowState(mFSMSystem, this); followState.AddTransition(BearTransition.Rest, BearStateID.Idle); BearClawState clawState = new BearClawState(mFSMSystem, this); clawState.AddTransition(BearTransition.BreakClaw, BearStateID.BreakClaw); clawState.AddTransition(BearTransition.Rest, BearStateID.Idle); BearBreakClawState breakClawState = new BearBreakClawState(mFSMSystem, this); breakClawState.AddTransition(BearTransition.Rest, BearStateID.Idle); BearBeatState beatState = new BearBeatState(mFSMSystem, this); beatState.AddTransition(BearTransition.BreakBeat, BearStateID.BreakBeat); beatState.AddTransition(BearTransition.Rest, BearStateID.Idle); BearBreakBeatState breakBeatState = new BearBreakBeatState(mFSMSystem, this); breakBeatState.AddTransition(BearTransition.Rest, BearStateID.Idle); BearFireBallState fireBallState = new BearFireBallState(mFSMSystem, this); fireBallState.AddTransition(BearTransition.Rest, BearStateID.Idle); fireBallState.AddTransition(BearTransition.FireBallSuccess, BearStateID.FireBallSuccess); BearFireBallSuccessState fireBallSuccessState = new BearFireBallSuccessState(mFSMSystem, this); fireBallSuccessState.AddTransition(BearTransition.Rest, BearStateID.Idle); BearHowlState howlState = new BearHowlState(mFSMSystem, this); howlState.AddTransition(BearTransition.Rest, BearStateID.Idle); BearDeadState deadState = new BearDeadState(mFSMSystem, this); deadState.AddTransition(BearTransition.Disappear, BearStateID.Disappear); BearDisappearState disappearState = new BearDisappearState(mFSMSystem, this); mFSMSystem.AddState(appearState, idleState, chaseState, speedUpState, clawState, toHomeState, followState, breakClawState, beatState, breakBeatState, fireBallState, fireBallSuccessState, howlState, deadState, disappearState); }
public IBearState(BearFSMSystem fsm, ICharacter character) { mFSMSystem = fsm; mCharacter = character; }
public BearSpeedUpState(BearFSMSystem fsm, ICharacter character) : base(fsm, character) { mStateID = BearStateID.SpeedUp; }
public BearStoneState(BearFSMSystem fsm, ICharacter character) : base(fsm, character) { mStateID = BearStateID.Stone; }
public BearDeadState(BearFSMSystem fsm, ICharacter character) : base(fsm, character) { mStateID = BearStateID.Dead; }
public BearHowlState(BearFSMSystem fsm, ICharacter character) : base(fsm, character) { mStateID = BearStateID.Howl; }
public BearToHomeState(BearFSMSystem fsm, ICharacter character) : base(fsm, character) { mStateID = BearStateID.ToHome; }