Example #1
0
        private void InitFsm()
        {
            m_fsm = new FSMSystem(this.m_npc.TargetGameObject);

            if (this.m_npc.IsStaticNPC)
            {
                NpcIdleState idleState = new NpcIdleState(m_fsm, this.m_npc);
                idleState.AddTransition(Transition.ReadytoChat, StateID.ChatState);

                NpcChatState chatState = new NpcChatState(m_fsm, this.m_npc);
                chatState.AddTransition(Transition.ReadytoIdle, StateID.IdleState);

                m_fsm.AddStates(idleState, chatState);
            }
            else
            {
                NpcPatrolState patrolState = new NpcPatrolState(m_fsm, this.m_npc);
                patrolState.AddTransition(Transition.ReadytoChat, StateID.ChatState);

                NpcChatState chatState = new NpcChatState(m_fsm, this.m_npc);
                chatState.AddTransition(Transition.ReadytoPatrol, StateID.PatrolState);

                m_fsm.AddStates(patrolState, chatState);
            }
        }
Example #2
0
        private void InitFsm()
        {
            this.mFsm = new FSMSystem(mPlayer);
            IdleState idleState = new IdleState(mFsm, this);

            idleState.AddTransition(Transition.ReadytoWalk, StateID.WalkState);
            idleState.AddTransition(Transition.ReadytoChat, StateID.ChatState);
            idleState.AddTransition(Transition.ReadytoJump, StateID.JumpState);
            idleState.AddTransition(Transition.ReadytoRun, StateID.RunState);

            WalkState walkState = new WalkState(mFsm, this);

            walkState.AddTransition(Transition.ReadytoIdle, StateID.IdleState);
            walkState.AddTransition(Transition.ReadytoChat, StateID.ChatState);
            walkState.AddTransition(Transition.ReadytoJump, StateID.JumpState);
            walkState.AddTransition(Transition.ReadytoRun, StateID.RunState);

            ChatState chatState = new ChatState(mFsm, this);

            chatState.AddTransition(Transition.ReadytoIdle, StateID.IdleState);

            JumpState jumpState = new JumpState(mFsm, this);

            jumpState.AddTransition(Transition.ReadytoIdle, StateID.IdleState);

            RunState runState = new RunState(mFsm, this);

            runState.AddTransition(Transition.ReadytoWalk, StateID.WalkState);
            runState.AddTransition(Transition.ReadytoJump, StateID.JumpState);


            mFsm.AddStates(idleState, walkState, chatState, jumpState, runState);
        }