void Start() { // the initial state has to be passed to the constructor _machine = new SKStateMachine<GameController>( this, new StartState() ); _machine.addState( new GetReadyState() ); _machine.addState( new PlayingState() ); _machine.addState( new GameOverState() ); }
void Start() { agent = GetComponent<NavMeshAgent>(); characterScript = GetComponent<ThirdPersonCharacter>(); _machine = new SKStateMachine<EnemyAIController>(this, new EnemyAIPatrol()); _machine.addState(new EnemyAIChase()); _machine.addState(new EnemyAISearch()); }
void CreateStateMachine() { stateMachine = new SKStateMachine <GameManager>(this, new GameState.IntroScreen()); stateMachine.addState(new GameState.PreGame()); stateMachine.addState(new GameState.Game()); stateMachine.addState(new GameState.Win()); stateMachine.addState(new GameState.GameOver()); stateMachine.addState(new GameState.Restart()); }
private void Start() { battleSystem = GameObject.Find("/BattleSystem").GetComponent <BattleSystem.BattleSystem>(); sm = new SKStateMachine <Unit>(this, new Idle()); sm.addState(new ShowingContextMenu()); sm.addState(new ChangeDamageMultiplier()); sm.addState(new TakeDamage()); sm.addState(new DisableAttack()); sm.addState(new Inactive()); sm.addState(new Die()); sm.addState(new DecreaseActionCount()); sm.addState(new EnteringWinnigArea()); sm.addState(new LeavingWinnigArea()); overlay = transform.Find("Overlay").gameObject; canStepOntoBlueTiles = Array.Exists(properties.tags, tag => tag == Tag.CanStepOntoBlueTiles); sr = GetComponent <SpriteRenderer>(); TryGetComponent(out audioSource); LoadSprites(); health = properties.health; totalHealth = properties.health; return; }
// Use this for initialization void Start() { _machine = new SKStateMachine <HospitalStates> (this, new HospitalIdle()); _machine.addState(new HospitalRoomPlacement()); _machine.addState(new HospitalRemoveRoom()); _machine.addState(new HostpitalFurnishSelectPos()); _machine.addState(new HospitalSelectRoomFurnish()); Hover.SetAsLastSibling(); roomSelectedFromUI = RoomType.None; }
void Start() { agent = GetComponent <NavMeshAgent>(); character = GetComponent <ThirdPersonCharacter>(); _machine = new SKStateMachine <EnemyAIController>(this, new EnemyAIPatrol()); _machine.addState(new EnemyAIChase()); }
void Start() { // our context can be any type at all var someClass = new SomeClass(); // the initial state has to be passed to the constructor _machine = new SKStateMachine<SomeClass>( someClass, new PatrollingState() ); _machine.addState( new ChasingState() ); }
void Start() { // our context can be any type at all var someClass = new SomeClass(); // the initial state has to be passed to the constructor _machine = new SKStateMachine <SomeClass>(someClass, new PatrollingState()); _machine.addState(new ChasingState()); }
private void Start() { sm = new SKStateMachine <BattleSystem>(this, new ShowingMainMenu()); sm.addState(new Idle()); sm.addState(new MovingUnit()); sm.addState(new ChangeSide()); sm.addState(new Aiming()); sm.addState(new Inactive()); sm.addState(new NewGame()); sm.addState(new GameOver()); sm.addState(new ShowingHowToPlay()); UIHandler.OnSwitchMode += UIHandler_OnSwitchMode; UIHandler.OnNewGame += UIHandler_OnNewGame; UIHandler.OnQuit += UIHandler_OnQuit; UIHandler.OnHowToPlay += UIHandler_OnHowToPlay; }
public void Start() { stateMachine = new SKStateMachine<GameFlowController>(this, new StartingUp(StartAutomatically)); stateMachine.onStateChanged += StateMachine_onStateChanged; stateMachine.addState(new ShowingCellphone(CellphonePrefab, MainCanvas)); stateMachine.addState(new InMinigame()); stateMachine.addState(new MinigameFinished()); stateMachine.addState(new DecidingNextMinigame()); stateMachine.addState(new SpeedingUp()); stateMachine.addState(new EnteringPowerBattle()); stateMachine.addState(new FailedGame()); }
void Start() { // fetch our waypoint positions so we have a purpose in life var waypointRoot = GameObject.Find( "Waypoints" ); var rawWaypoints = waypointRoot.GetComponentsInChildren<Transform>(); foreach( var t in rawWaypoints ) { // filter out the root objects position if( !t.Equals( waypointRoot.transform ) ) waypoints.Add( t.position ); } // the initial state has to be passed to the constructor _machine = new SKStateMachine<EnemyController>( this, new EnemyPatrol() ); // we can now add any additional states _machine.addState( new EnemyChase() ); }
void Start() { // fetch our waypoint positions so we have a purpose in life var waypointRoot = GameObject.Find("Waypoints"); var rawWaypoints = waypointRoot.GetComponentsInChildren <Transform>(); foreach (var t in rawWaypoints) { // filter out the root objects position if (!t.Equals(waypointRoot.transform)) { waypoints.Add(t.position); } } // the initial state has to be passed to the constructor _machine = new SKStateMachine <EnemyController>(this, new EnemyPatrol()); // we can now add any additional states _machine.addState(new EnemyChase()); }
void Start() { machine = new SKStateMachine <PhaseHandler>(this, new Phase1State()); machine.addState(new Phase2State()); machine.addState(new Phase3State()); machine.addState(new Phase4State()); machine.addState(new Phase5State()); machine.addState(new Phase6State()); machine.addState(new Phase7State()); machine.addState(new Phase8State()); machine.addState(new Phase9State()); machine.addState(new SkyPhase1State()); machine.addState(new SkyPhase2State()); machine.addState(new SkyPhase3State()); machine.addState(new SkyPhase4State()); music.Play(); groundScenery = Instantiate(groundSceneryPrefab); GameMaster.instance.phase7Start = GameMaster.instance.phase7Start - meteorSpawnerPrefab.meteorEntity.fallTimerLength; GameMaster.instance.phase8Start = GameMaster.instance.phase8Start - meteorSpawnerPrefab.meteorEntity.fallTimerLength; }
void Awake() { _machine = new SKStateMachine<PlayerModel>(GetComponent<PlayerModel>(), new PlayerAirState()); _machine.addState(new PlayerGroundedState()); _machine.addState(new PlayerGroundedJumpTransition()); }