void Awake() { gold_t = gold_text.GetComponent <Text>(); character_anim = Character.GetComponent <Animator>(); Ad = transform.GetComponent <AttackDecision>(); Die_black_img = Die_black_gb.GetComponent <Image>(); ingame_sc = GetComponent <Ingame>(); fiqure_sc = GetComponent <Figure>(); }
private void BuildPatrolState(State inTargetState, NpcController inNpcController, NpcDataHolder inNpcData, State inIdleState, State inAttackState, State inDieState) { // -------------------------------------------------------------------------------- // 1- Setup Actions // -------------------------------------------------------------------------------- var patrolAction = new PatrolAction(inNpcController, inNpcData.patrolRange, inNpcData.patrolDuration); // -------------------------------------------------------------------------------- // 2- Setup decisions // -------------------------------------------------------------------------------- var attackDecision = new AttackDecision(inNpcController); var idleDecision = new IdleDecision(patrolAction); var dieDecision = new DieDecision(inNpcController.gameView as IDestructible); // -------------------------------------------------------------------------------- // 3- Setup Transitions // -------------------------------------------------------------------------------- var transitionToAttack = new Transition() { hasFalseState = false, decision = attackDecision, trueState = inAttackState }; var transitionToIdle = new Transition() { hasFalseState = false, decision = idleDecision, trueState = inIdleState }; var transitionToDie = new Transition() { hasFalseState = false, decision = dieDecision, trueState = inDieState }; // -------------------------------------------------------------------------------- // 4- Define State // -------------------------------------------------------------------------------- inTargetState.Define( Color.cyan, new Action[] { patrolAction }, new [] { transitionToDie, transitionToAttack, transitionToIdle } ); }
public void Init() { player = new GameObject("Player", typeof(BoxCollider2D)); monster = new GameObject("Monster", typeof(BoxCollider2D)); player.tag = "Player"; handler = monster.AddComponent <StateController>(); testChase = Resources.Load <ChaseDecision>("Decisions/TestChaseDecision"); testAttack = Resources.Load <AttackDecision>("Decisions/TestAttackDecision"); chaseState = Resources.Load <State>("States/ChaseTest"); attackState = Resources.Load <State>("States/AttackTest"); idleState = Resources.Load <State>("States/IdleTest"); Assert.IsNotNull(player); Assert.IsNotNull(monster); Assert.IsNotNull(handler); Assert.IsNotNull(testChase); Assert.IsNotNull(testAttack); Assert.IsNotNull(chaseState); Assert.IsNotNull(attackState); Assert.IsNotNull(idleState); }
void Awake() { Gesture_Result = Result.none; AttackDecision_sc = GetComponent <AttackDecision>(); }