public int astarCurrentNodeIndex = 1; //当前要去的目标位置,以关键节点计数,0是玩家的位置,1是最近一个要移动的位置,=AStarCurrWayPointIndex #endregion void Start() { CharacterController = GetComponent <CharacterController>(); mSeeker = GetComponent <Seeker>(); //上方已定义RequireComponent,此处一定可找到 if (currentRoleType == RoleType.PLAYER) { CameraController.Instance.InitData(); } currentPlayerFSM = new RoleFSMStateManager(this); //状态机只实例化一次 ToFight(); InitRoleHeadUI(); }
public RoleStateHurt(RoleFSMStateManager fsmManager) : base(fsmManager) { }
public RoleStateBase(RoleFSMStateManager roleFSMManager) { currentFSMManager = roleFSMManager; }
public RoleStateAttack(RoleFSMStateManager fsmManager) : base(fsmManager) { }
public RoleStateDie(RoleFSMStateManager fsmManager) : base(fsmManager) { }
public RoleStateFight(RoleFSMStateManager fsmManager) : base(fsmManager) { }