void RegistFsm() { m_Fsm = new FsmManager(); BulletStartStatus start = new BulletStartStatus(this, m_Animator); m_Fsm.AddStatus((int)E_BulletFsmStatus.Start, start); BulletRunningStatus run = new BulletRunningStatus(this, m_Animator); m_Fsm.AddStatus((int)E_BulletFsmStatus.Running, run); BulletEndStatus end = new BulletEndStatus(this, m_Animator); m_Fsm.AddStatus((int)E_BulletFsmStatus.End, end); ChangeStatus(E_BulletFsmStatus.Start); }
/// <summary> /// 注册角色状态 /// </summary> void RegistFsmStatus() { CharIdleStatus idleStatus = new CharIdleStatus(this, m_Animator); fsm.AddStatus((int)E_CharacterFsmStatus.Idle, idleStatus); CharMoveStatus moveStatus = new CharMoveStatus(this, m_Animator); fsm.AddStatus((int)E_CharacterFsmStatus.Move, moveStatus); CharJumpStatus jumpStatus = new CharJumpStatus(this, m_Animator); fsm.AddStatus((int)E_CharacterFsmStatus.Jump, jumpStatus); CharAttackStatus attackStatus = new CharAttackStatus(this, m_Animator); fsm.AddStatus((int)E_CharacterFsmStatus.Attack, attackStatus); CharHurtStatus hurtStatus = new CharHurtStatus(this, m_Animator); fsm.AddStatus((int)E_CharacterFsmStatus.Hurt, hurtStatus); CharHitFlyStatus hitFlyStatus = new CharHitFlyStatus(this, m_Animator); fsm.AddStatus((int)E_CharacterFsmStatus.HitFly, hitFlyStatus); CharFallDownStatus fallDownStatus = new CharFallDownStatus(this, m_Animator); fsm.AddStatus((int)E_CharacterFsmStatus.FallDown, fallDownStatus); CharBlinkStatus blinkStatus = new CharBlinkStatus(this, m_Animator); fsm.AddStatus((int)E_CharacterFsmStatus.Blink, blinkStatus); CharPlayStatus playStatus = new CharPlayStatus(this, m_Animator); fsm.AddStatus((int)E_CharacterFsmStatus.Play, playStatus); CharBornStatus bornStatus = new CharBornStatus(this, m_Animator); fsm.AddStatus((int)E_CharacterFsmStatus.Born, bornStatus); CharDieStatus dieStatus = new CharDieStatus(this, m_Animator); fsm.AddStatus((int)E_CharacterFsmStatus.Die, dieStatus); ChangeStatus(E_CharacterFsmStatus.Idle); }