/// <summary> /// Constructor. /// </summary> public FSMStatePatrol() { mSetTargetObjectMsg = new PathFollow.SetTargetObjectMessage(); mGetTileAtPositionMsg = new Level.GetTileAtPositionMessage(); mSetDestinationMsg = new PathFind.SetDestinationMessage(); mSetSourceMsg = new PathFind.SetSourceMessage(); mSetActiveAnimationMsg = new SpriteRender.SetActiveAnimationMessage(); mSetStateMsg = new FiniteStateMachine.SetStateMessage(); }
/// <summary> /// Constructor. /// </summary> public FSMStateWaitAtStandingPosition(String popupScript) { mPopupScript = popupScript; mSetActiveAnimationMsg = new SpriteRender.SetActiveAnimationMessage(); mGetTileAtObjectMsg = new Level.GetTileAtObjectMessage(); mGetAttachmentPointMsg = new SpriteRender.GetAttachmentPointMessage(); mOnPopupCloseMsg = new StrandedPopup.OnPopupClosedMessage(); mSetStateMsg = new FiniteStateMachine.SetStateMessage(); }
/// <summary> /// Constructor. /// </summary> public FSMStateGoToExtraction() { mSetActiveAnimationMsg = new SpriteRender.SetActiveAnimationMessage(); mSetDestinationMsg = new PathFind.SetDestinationMessage(); mSetSourceMsg = new PathFind.SetSourceMessage(); mGetCurrentBestNodeMsg = new PathFind.GetCurrentBestNodeMessage(); mGetExtractionPointMsg = new ZombieTaxi.Behaviours.FSMCivilian.GetExtractionPointMessage(); mIncrementScoreMsg = new PlayerScore.IncrementScoreMessage(); mIncrementScoreMsg.mAmount_In = 500; mClearDestinationMsg = new PathFind.ClearDestinationMessage(); mSetTargetObjectMsg = new PathFollow.SetTargetObjectMessage(); mSetStateMsg = new FiniteStateMachine.SetStateMessage(); }
/// <summary> /// Constructor. /// </summary> public FSMStateGoToStandingPosition() { mValidSafeHouses = new List <GameObject>(100); mSetActiveAnimationMsg = new SpriteRender.SetActiveAnimationMessage(); mSetDestinationMsg = new PathFind.SetDestinationMessage(); mSetSourceMsg = new PathFind.SetSourceMessage(); mGetCurrentBestNodeMsg = new PathFind.GetCurrentBestNodeMessage(); mClearDestinationMsg = new PathFind.ClearDestinationMessage(); mSetTargetObjectMsg = new PathFollow.SetTargetObjectMessage(); mSetStateMsg = new FiniteStateMachine.SetStateMessage(); mGetTileAtObjectMsg = new Level.GetTileAtObjectMessage(); mIncrementScoreMsg = new PlayerScore.IncrementScoreMessage(); mGetSafeHouseScoreMessage = new Behaviours.FSMCivilian.GetSafeHouseScoreMessage(); }
/// <summary> /// Constructor. /// </summary> public FSMStateRepair() { mDamagedTiles = new List <Level.Tile>(16); mFoundTileObjects = new List <GameObject>(1); mTileClassifications = new List <GameObjectDefinition.Classifications>(1); mTileClassifications.Add(GameObjectDefinition.Classifications.WALL); mSetTargetObjectMsg = new PathFollow.SetTargetObjectMessage(); mGetTileAtPositionMsg = new Level.GetTileAtPositionMessage(); mSetDestinationMsg = new PathFind.SetDestinationMessage(); mSetSourceMsg = new PathFind.SetSourceMessage(); mSetActiveAnimationMsg = new SpriteRender.SetActiveAnimationMessage(); mSetStateMsg = new FiniteStateMachine.SetStateMessage(); mGetHealthMsg = new Health.GetHealthMessage(); mSetTileToRepairMsg = new FSMEngineer.SetTileToRepairMessage(); }
/// <summary> /// Constructor. /// </summary> public FSMStateFollowTarget(String animationName) { mAnimationName = animationName; // We need to detect when the GameObject reaches a safe house and to do so we need // to do a collision check against all objects of a particular classification, in this // case "SAFE_HOUSE". We preallocate the two lists needed to do the check to avoid // triggering the GC. mSafeHouseInRange = new List <GameObject>(16); mSafeHouseClassifications = new List <GameObjectDefinition.Classifications>(); mSafeHouseClassifications.Add(GameObjectDefinition.Classifications.SAFE_HOUSE); mSetActiveAnimationMsg = new SpriteRender.SetActiveAnimationMessage(); mSetDestinationMsg = new PathFind.SetDestinationMessage(); mSetSourceMsg = new PathFind.SetSourceMessage(); mGetCurrentBestNodeMsg = new PathFind.GetCurrentBestNodeMessage(); mClearDestinationMsg = new PathFind.ClearDestinationMessage(); mIncrementScoreMsg = new PlayerScore.IncrementScoreMessage(); mSetTargetObjectMsg = new PathFollow.SetTargetObjectMessage(); mGetTileAtObjectMsg = new Level.GetTileAtObjectMessage(); mGetSafeHouseScoreMessage = new Behaviours.FSMCivilian.GetSafeHouseScoreMessage(); mSetStateMsg = new FiniteStateMachine.SetStateMessage(); }
/// <summary> /// Constructor. /// </summary> public FSMStateResearchStatBoost() { mSetTargetMsg = new StatBoostResearch.SetTargetMessage(); mGetTileAtObjectMsg = new Level.GetTileAtObjectMessage(); mSetStateMsg = new FiniteStateMachine.SetStateMessage(); }
/// <summary> /// Constructor. /// </summary> public FSMStateWaitAtTarget() { mGetAttachmentPointMsg = new SpriteRender.GetAttachmentPointMessage(); mSetActiveAnimationMsg = new SpriteRender.SetActiveAnimationMessage(); mSetStateMsg = new FiniteStateMachine.SetStateMessage(); }