public ChasePlayer(SimpleAIFSMSystem fsm, GameObject npc, GameObject pc) { stateID = SimpleAIStateID.ChasePlayer; this.npc = npc; this.pc = pc; anim = npc.GetComponent<Animator>(); this.fsm = fsm; }
private void MakeFSM() { fsm = new SimpleAIFSMSystem(); Idle idle = new Idle(fsm, gameObject, pc); idle.AddTransition(SimpleAITransition.FoundPlayer, SimpleAIStateID.ChasePlayer); ChasePlayer chasePlayer = new ChasePlayer(fsm, gameObject, pc); chasePlayer.AddTransition(SimpleAITransition.LostPlayer, SimpleAIStateID.Idle); fsm.AddState(idle); fsm.AddState(chasePlayer); }
public Idle(SimpleAIFSMSystem fsm, GameObject npc, GameObject pc) { stateID = SimpleAIStateID.Idle; this.npc = npc; this.pc = pc; this.fsm = fsm; anim = npc.GetComponent<Animator>(); }