Example #1
0
 public FSMSystem(NPCBrain _brainInstance)
 {
     states            = new List <FSMState>();
     associatedBrain   = _brainInstance;
     pendingTransition = Transition.NullTransition;
     IsTakingTurn      = false;
 }
Example #2
0
//        [DebuggerHidden]
//        public virtual IEnumerator DecideTurn()
//        {
//            // ISSUE: object of a compiler-generated type is created
//            // ISSUE: variable of a compiler-generated type
//            NPCBrain.\u003CDecideTurn\u003Ec__Iterator0 decideTurnCIterator0 =
//                new NPCBrain.\u003CDecideTurn\u003Ec__Iterator0();
//            return (IEnumerator) decideTurnCIterator0;
//        }
//
//        public virtual void SelectBotAbilityMods()
//        {
//            GetComponent<BotController>().SelectBotAbilityMods_Brainless();
//        }
//
//        public virtual void SelectBotCards()
//        {
//            GetComponent<BotController>().SelectBotCards_Brainless();
//        }
//
//        [DebuggerHidden]
//        public IEnumerator FSMTakeTurn()
//        {
//            // ISSUE: object of a compiler-generated type is created
//            return (IEnumerator) new NPCBrain.\u003CFSMTakeTurn\u003Ec__Iterator1
//            {
//                \u0024this = this
//            };
//        }

        protected virtual void MakeFSM(NPCBrain brainInstance)
        {
        }