// Use this for initialization void Start() { InitMinerData(); // Hay que hacer la fsm del agente fsm = new FSM(gameObject, this); // Crear los estados en que puede estar Vacio vacio = new Vacio(this); Arar arar = new Arar(this); Cosechar cosechar = new Cosechar(this); // Asignarle a cada estado los eventos que puede tener //work.AddEvent(EventList.events.imHome); // Hay que agregarlos a la FSM fsm.AddState(StateID.Vacio, vacio); fsm.AddState(GlobalStateID.arar, arar); fsm.AddState(GlobalStateID.cosechar, cosechar); // Indicar cual es el estado inicial // fsm.ChangeState(GlobalStateID.abastecer); fsm.ChangeState(StateID.Vacio); // Activo la fsm fsm.Activate(); }
private void CargarGameObjects() { //Se carga los objetos a cada posiciĆ³n. gameObject[0, 0] = new Vacio(); gameObject[0, 1] = new Vacio(); gameObject[0, 2] = new Pared(); gameObject[0, 3] = new Pared(); gameObject[0, 4] = new Pared(); gameObject[0, 5] = new Vacio(); gameObject[0, 6] = new Vacio(); gameObject[0, 7] = new Vacio(); gameObject[1, 0] = new Vacio(); gameObject[1, 1] = new Vacio(); gameObject[1, 2] = new Pared(); gameObject[1, 3] = new Destino(); gameObject[1, 4] = new Pared(); gameObject[1, 5] = new Vacio(); gameObject[1, 6] = new Vacio(); gameObject[1, 7] = new Vacio(); gameObject[2, 0] = new Vacio(); gameObject[2, 1] = new Vacio(); gameObject[2, 2] = new Pared(); gameObject[2, 3] = new Piso(); gameObject[2, 4] = new Pared(); gameObject[2, 5] = new Pared(); gameObject[2, 6] = new Pared(); gameObject[2, 7] = new Pared(); gameObject[3, 0] = new Pared(); gameObject[3, 1] = new Pared(); gameObject[3, 2] = new Pared(); gameObject[3, 3] = new Caja(); gameObject[3, 4] = new Piso(); gameObject[3, 5] = new Caja(); gameObject[3, 6] = new Destino(); gameObject[3, 7] = new Pared(); gameObject[4, 0] = new Pared(); gameObject[4, 1] = new Destino(); gameObject[4, 2] = new Piso(); gameObject[4, 3] = new Caja(); gameObject[4, 4] = new Jugador(); gameObject[4, 5] = new Piso(); gameObject[4, 6] = new Pared(); gameObject[4, 7] = new Pared(); gameObject[5, 0] = new Pared(); gameObject[5, 1] = new Pared(); gameObject[5, 2] = new Pared(); gameObject[5, 3] = new Pared(); gameObject[5, 4] = new Pared(); gameObject[5, 5] = new Caja(); gameObject[5, 6] = new Pared(); gameObject[5, 7] = new Vacio(); gameObject[6, 0] = new Vacio(); gameObject[6, 1] = new Vacio(); gameObject[6, 2] = new Vacio(); gameObject[6, 3] = new Vacio(); gameObject[6, 4] = new Pared(); gameObject[6, 5] = new Destino(); gameObject[6, 6] = new Pared(); gameObject[6, 7] = new Vacio(); gameObject[7, 0] = new Vacio(); gameObject[7, 1] = new Vacio(); gameObject[7, 2] = new Vacio(); gameObject[7, 3] = new Vacio(); gameObject[7, 4] = new Pared(); gameObject[7, 5] = new Pared(); gameObject[7, 6] = new Pared(); gameObject[7, 7] = new Vacio(); }