public WIPStateMachine(StationaryLocomotion locomotion, WalkInPlace wip) { m_WIPState = new WIPState(this, locomotion, wip); m_States = new WIPPhase[] { new Stationary(m_WIPState), new BeginUpMove(m_WIPState), new TurnDirection(m_WIPState), new BeginDownMove(m_WIPState), new EndStep(m_WIPState), new SmoothEndStep(m_WIPState), }; m_Current = m_States[0]; }
public EndStep(WIPState state) : base(state) { }
public SmoothEndStep(WIPState state) : base(state) { }
public BeginDownMove(WIPState state) : base(state) { }
public TurnDirection(WIPState state) : base(state) { }
public BeginUpMove(WIPState state) : base(state) { }
public Stationary(WIPState state) : base(state) { }
public WIPPhase(WIPState state) { m_State = state; TryUpdateNewActor(); }