// The NPC has two states: FollowPath and ChasePlayer // If it's on the first state and SawPlayer transition is fired, it changes to ChasePlayer // If it's on ChasePlayerState and LostPlayer transition is fired, it returns to FollowPath private void MakeFSM() { FollowPathState follow = new FollowPathState("path1"); follow.AddTransition(Transition.SawPlayer, StateID.ChasingPlayer); ChasePlayerState chase = new ChasePlayerState(); chase.AddTransition(Transition.LostPlayer, StateID.FollowingPath); fsm = new FSMSystem(); fsm.AddState(follow); fsm.AddState(chase); }