public PlayingStateEngine()
 {
     _playingStateMachine.AddStates <States>(
         States.NullState,
         States.StartingLevel,
         States.Playing,
         States.Paused,
         States.LevelEnded);
 }
 void Awake()
 {
     _gameStateMachine.AddStates <States>(
         States.NullState,
         States.Title,
         States.Playing,
         States.GameOver,
         States.Settings,
         States.Credits);
 }
Exemple #3
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    void Awake()
    {
        int stateCount = Enum.GetNames(typeof(GameStates)).Length;

        for (int i = 0; i < stateCount; ++i)
        {
            _gameStateMachine.AddStates <GameStates>((GameStates)i);
        }

        GameController.AddController(this);
    }
Exemple #4
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    void Awake()
    {
        _gameStateMachine.AddStates <States>(
            States.NullState,
            States.Title,
            States.Playing,
            States.TerrainSandbox,
            States.NavMeshSandbox,
            States.PlayerSandbox,
            States.GameOver,
            States.Settings,
            States.Credits);

        GameController.AddController(this);
    }
Exemple #5
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 /// <summary>
 /// Adds the states.
 /// </summary>
 /// <param name="states">The states.</param>
 internal void AddStates(IEnumerable <string> states)
 {
     _finiteStateMachine.AddStates(states);
 }