public override void Initialize() { AnimStates.Add(new AnimStateIdle(AnimEngine, Owner)); AnimStates.Add(new AnimStateMove(AnimEngine, Owner)); DefaultAnimState = AnimStates[(int)E_AnimState.E_Idle]; base.Initialize(); }
public override void Initialize() { AnimStates.Add(AnimActionFactory.E_Type.Move, new AnimStateMove(AnimEngine, Owner)); DefaultAnimState = AnimStates[AnimActionFactory.E_Type.Move]; AnimEngine.eventListener += HandleMecAnimEvent; }
public override void Initialize() { //To do add anim state //添加角色状态到列表 AnimStates.Add(new AnimStateIdle(AnimEngine, Owner)); AnimStates.Add(new AnimStateMove(AnimEngine, Owner)); DefaultAnimState = AnimStates[(int)E_animState.E_Idle]; base.Initialize(); }
/// <summary> /// Initialize this instance. /// </summary> public override void Initialize() { // todo: add Anim State // 添加角色状态到列表 AnimStates.Add(new AnimStateIdle(AnimEngine, Owner)); AnimStates.Add(new AnimStateMove(AnimEngine, Owner)); AnimStates.Add(new AnimStateAttackMelee(AnimEngine, Owner)); DefaultAnimState = AnimStates[(int)E_AnimState.E_Idle]; base.Initialize(); }
public AnimFSMEnemyBossOrochi(Animation anims, Agent owner) : base(anims, owner) { AnimStates.Add(new AnimStateIdle(AnimEngine, Owner)); //E_MyAnimState.E_IDLE AnimStates.Add(new AnimStateGoTo(AnimEngine, Owner)); //E_MyAnimState.E_GOTO AnimStates.Add(new AnimStateCombatMove(AnimEngine, Owner)); //E_MyAnimState.E_GOTO AnimStates.Add(new AnimStateRotate(AnimEngine, Owner)); //E_MyAnimState.Rotate AnimStates.Add(new AnimStateAttackMelee(AnimEngine, Owner)); //E_MyAnimState.E_ATTACK_MELEE AnimStates.Add(new AnimStatePlayAnim(AnimEngine, Owner)); //E_MyAnimState.E_PLAY_ANIM AnimStates.Add(new AnimStateInjuryPhased(AnimEngine, Owner)); //E_MyAnimState.E_INJURY AnimStates.Add(new AnimStateBlocking(AnimEngine, Owner)); //E_MyAnimState.E_BLOCK AnimStates.Add(new AnimStateDeath(AnimEngine, Owner)); //E_MyAnimState._E_DEATH }
public AnimFSMEnemyPeasant(Animation anims, Agent owner) : base(anims, owner) { AnimStates.Add(new AnimStateIdle(AnimEngine, Owner)); //E_MyAnimState.E_IDLE AnimStates.Add(new AnimStateGoTo(AnimEngine, Owner)); //E_MyAnimState.E_GOTO AnimStates.Add(new AnimStateCombatMove(AnimEngine, Owner)); //E_MyAnimState.combatMove AnimStates.Add(new AnimStateRotate(AnimEngine, Owner)); //E_MyAnimState.Rotate AnimStates.Add(new AnimStateAttackMelee(AnimEngine, Owner)); //E_MyAnimState.E_ATTACK_MELEE AnimStates.Add(new AnimStatePlayAnim(AnimEngine, Owner)); //E_MyAnimState.E_PLAY_ANIM AnimStates.Add(new AnimStateInjury(AnimEngine, Owner)); //E_MyAnimState.E_INJURY AnimStates.Add(new AnimStateKnockdown(AnimEngine, Owner)); //E_MyAnimState.Knockdown AnimStates.Add(new AnimStateDeath(AnimEngine, Owner)); //E_MyAnimState._E_DEATH }
public override void Initialize() { AnimStates.Add(new AnimStateIdle(AnimEngine, Owner)); //E_MyAnimState.E_IDLE AnimStates.Add(new AnimStateGoTo(AnimEngine, Owner)); //E_MyAnimState.E_GOTO AnimStates.Add(new AnimStateCombatMove(AnimEngine, Owner)); //E_MyAnimState.E_GOTO AnimStates.Add(new AnimStateRotate(AnimEngine, Owner)); //E_MyAnimState.Rotate AnimStates.Add(new AnimStateAttackMelee(AnimEngine, Owner)); //E_MyAnimState.E_ATTACK_MELEE AnimStates.Add(new AnimStatePlayAnim(AnimEngine, Owner)); //E_MyAnimState.E_PLAY_ANIM AnimStates.Add(new AnimStateInjury(AnimEngine, Owner)); //E_MyAnimState.E_INJURY AnimStates.Add(new AnimStateBlocking(AnimEngine, Owner)); //E_MyAnimState.E_BLOCK AnimStates.Add(new AnimStateDeath(AnimEngine, Owner)); //E_MyAnimState._E_DEATH DefaultAnimState = AnimStates[(int)E_MyAnimState.E_IDLE]; base.Initialize(); }
public override void Initialize() { AnimStates.Add(new AnimStateIdle(AnimEngine, Owner)); //E_MyAnimState.E_IDLE AnimStates.Add(new AnimStateGoTo(AnimEngine, Owner)); //E_MyAnimState.E_GOTO AnimStates.Add(new AnimStateMove(AnimEngine, Owner)); //E_MyAnimState.E_MOVE AnimStates.Add(new AnimStateAttackMelee(AnimEngine, Owner)); //E_MyAnimState.E_ATTACK_MELEE AnimStates.Add(new AnimStateRoll(AnimEngine, Owner)); //E_MyAnimState.E_ROLL AnimStates.Add(new AnimStateUseLever(AnimEngine, Owner)); //use lever AnimStates.Add(new AnimStateTeleport(AnimEngine, Owner)); // teleport AnimStates.Add(new AnimStateInjury(AnimEngine, Owner)); //E_MyAnimState.E_INJURY AnimStates.Add(new AnimStateDeath(AnimEngine, Owner)); //E_MyAnimState._EDEATHM DefaultAnimState = AnimStates[(int)E_MyAnimState.E_IDLE]; base.Initialize(); }
public override void Initialize() { /* * 初始化属于可见物体的状态机 */ AnimStates.Add(AnimActionFactory.E_Type.Idle, new AnimStateIdle(AnimEngine, Owner)); AnimStates.Add(AnimActionFactory.E_Type.PlayAnim, new AnimStatePlayAnim(AnimEngine, Owner)); AnimStates.Add(AnimActionFactory.E_Type.Move, new AnimStateMove(AnimEngine, Owner)); AnimStates.Add(AnimActionFactory.E_Type.UseSkill, new AnimStateUseSkill(AnimEngine, Owner)); AnimStates.Add(AnimActionFactory.E_Type.Death, new AnimStateDeath(AnimEngine, Owner)); //设置默认的动画状态 DefaultAnimState = AnimStates[AnimActionFactory.E_Type.Idle]; if (AnimEngine == null) { return; } AnimEngine.eventListener += HandleMecAnimEvent; }