// Update is called once per frame void Update() { if (Input.GetKey(KeyCode.A)) { fsmManager.ChangeState((sbyte)AnimalState.Run, -1); } if (Input.GetKey(KeyCode.D)) { fsmManager.ChangeState((sbyte)AnimalState.Run, 1); } if (Input.GetKeyDown(KeyCode.Space)) { fsmManager.ChangeState((sbyte)AnimalState.RunJump); } if (Input.GetKeyDown(KeyCode.S)) { fsmManager.ChangeState((sbyte)AnimalState.RunSide); } if (fsmManager != null) { fsmManager.Update(); } }
public virtual void FsmInit() { fsmManager = new FsmManager((int)PlayerAnimationEnum.Max); PlayerIdle playerIdle = new PlayerIdle(anim, this); PlayerRun playerRun = new PlayerRun(anim, this); PlayerAttack1 playerAttack1 = new PlayerAttack1(anim, this); PlayerAttack2 playerAttack2 = new PlayerAttack2(anim, this); PlayerAttack3 playerAttack3 = new PlayerAttack3(anim, this); fsmManager.AddState(playerIdle); fsmManager.AddState(playerRun); fsmManager.AddState(playerAttack1); fsmManager.AddState(playerAttack2); fsmManager.AddState(playerAttack3); fsmManager.ChangeState((int)PlayerAnimationEnum.Idle); }
public override void Start() { bossSkill = GetComponent <BossSkill>(); sensor = new Sensor(10, 120, this); FsmManager = new FsmManager((int)DragonAnimEnum.Max); DragonIdleState dragonIdleState = new DragonIdleState(anim, this); DragonDieState dragonDieState = new DragonDieState(anim, this); DragonHitState dragonHitState = new DragonHitState(anim, this); DragonAttackState dragonAttackState = new DragonAttackState(anim, this); DragonPersueState dragonPersueState = new DragonPersueState(anim, this); DragonReleaseSkillState dragonReleaseSkillState = new DragonReleaseSkillState(anim, this); FsmManager.AddState(dragonIdleState); FsmManager.AddState(dragonDieState); FsmManager.AddState(dragonHitState); FsmManager.AddState(dragonAttackState); FsmManager.AddState(dragonPersueState); FsmManager.AddState(dragonReleaseSkillState); FsmManager.ChangeState((int)DragonAnimEnum.Idle); }
public override void FsmInit() { fsmManager = new FsmManager((int)LongRangeEnum.Max); PlayerIdle playerIdle = new PlayerIdle(anim, this); PlayerRun playerRun = new PlayerRun(anim, this); LongRangeAttack longRangeAttack = new LongRangeAttack(anim, this); fsmManager.AddState(playerIdle); fsmManager.AddState(playerRun); fsmManager.AddState(longRangeAttack); fsmManager.ChangeState((int)LongRangeEnum.Idle); }
public virtual void Start() { sensor = new Sensor(10, 120, this); FsmManager = new FsmManager((int)GoblinAnimationEnum.Max); GoblinAttackState goblinAttackState = new GoblinAttackState(anim, this); GoblinDieState goblinDieState = new GoblinDieState(anim, this); GoblinHitState goblinHitState = new GoblinHitState(anim, this); GoblinIdleState goblinIdleState = new GoblinIdleState(anim, this); GoblinPatrolState goblinPatrolState = new GoblinPatrolState(anim, this); GoblinPersueState goblinPersueState = new GoblinPersueState(anim, this); FsmManager.AddState(goblinIdleState); FsmManager.AddState(goblinDieState); FsmManager.AddState(goblinHitState); FsmManager.AddState(goblinAttackState); FsmManager.AddState(goblinPatrolState); FsmManager.AddState(goblinPersueState); FsmManager.ChangeState((int)GoblinAnimationEnum.Idle); }
public virtual void ChangeToIdle() { fsmManager.ChangeState((int)PlayerAnimationEnum.Idle); }
public void ChangeState(sbyte stateIndex) { fsmManager.ChangeState(stateIndex); }
public override void ChangeToHit() { FsmManager.ChangeState((int)DragonAnimEnum.Hit); }
public override void ChangeToPersue() { FsmManager.ChangeState((int)DragonAnimEnum.Persue); }
public override void ChangeToAttack() { FsmManager.ChangeState((int)DragonAnimEnum.Attack); }
public override void ChangeToIdle() { FsmManager.ChangeState((int)DragonAnimEnum.Idle); }