Example #1
0
 public void AddStateToManager()
 {
     RoutineState routine = new RoutineState();
     NPCStateManager stateManager = new NPCStateManager();
     stateManager.AddState(routine);
     bool success = stateManager.CheckForState(routine);
     Assert.IsTrue(success);
 }
Example #2
0
 public void AddExistingStateToManager()
 {
     RoutineState routine = new RoutineState();
     NPCStateManager stateManager = new NPCStateManager();
     stateManager.AddState(routine);
     stateManager.AddState(routine);
     int success = 1;
     int check = stateManager.CurrentManagerStates().Count;
     Assert.AreEqual(success, check);
 }
Example #3
0
    private void MakeStateManager()
    {
        RoutineState routine = new RoutineState(player, gameObject);
        routine.AddTransition(Transition.PlayerLearning, StateID.InteractiveStateID);

        InteractiveState interactive = new InteractiveState(player, gameObject);
        interactive.AddTransition(Transition.SetPlayerTask, StateID.WaitingStateID);

        WaitingState waiting = new WaitingState(player, gameObject);
        waiting.AddTransition(Transition.PlayerTaskComplete, StateID.EndStateID);

        EndState end = new EndState(player, gameObject);
        end.AddTransition(Transition.AllDone, StateID.RoutineStateID);

        manager = new NPCStateManager();
        manager.AddState(routine);
        manager.AddState(interactive);
        manager.AddState(waiting);
        manager.AddState(end);
    }