/************************************************************************************************************************/

        private void Awake()
        {
            // Note that this class has a [DefaultExecutionOrder] attribute to ensure that this method runs before any
            // other components that might want to access it.

            ForceEnterIdleState = () => StateMachine.ForceSetState(_Idle);

            StateMachine = new FSM.StateMachine <CreatureState>(_Introduction);
        }
Exemple #2
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        // public void SetRoot(FTNode node)
        // {
        //     if (root != null)
        //     {
        //         root.IsRoot = false;
        //     }
        //     root = node;
        // }

        // public void UnsetRoot(FTNode node)
        // {
        //     // Only unset when the state passed is the same as the current one.
        //     if (node == root)
        //     {
        //         root = null;
        //     }
        // }

        // runtime mode
        public void InitWithBTTree(FSM.StateMachine tree)
        {
            Dictionary <string, FTNode> mapping = new Dictionary <string, FTNode>();

            for (int i = 0; i < nodes.Count; ++i)
            {
                if ((nodes[i] is FTNode) == false)
                {
                    continue;
                }

                FTNode FTNode = nodes[i] as FTNode;
                mapping[FTNode.id] = FTNode;
            }

            // InitWithFTNode(tree, mapping);
        }
Exemple #3
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        /************************************************************************************************************************/

        // Note that this class has a [DefaultExecutionOrder] attribute to ensure that this method runs before any
        // other components that might want to access it.
        private void Awake()
        {
            ForceEnterIdleState = () => StateMachine.ForceSetState(_Idle);

            StateMachine = new FSM.StateMachine <CreatureState>(_Introduction);
        }
Exemple #4
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        /************************************************************************************************************************/

        private void Awake()
        {
            ForceEnterIdleState = () => StateMachine.ForceSetState(_Idle);

            StateMachine = new FSM.StateMachine <PlatformerCreatureState>(_Idle);
        }