private void InitFsm()
        {
            this.mFsm = new FSMSystem(mPlayer);
            IdleState idleState = new IdleState(mFsm, this);

            idleState.AddTransition(Transition.ReadytoWalk, StateID.WalkState);
            idleState.AddTransition(Transition.ReadytoChat, StateID.ChatState);
            idleState.AddTransition(Transition.ReadytoJump, StateID.JumpState);
            idleState.AddTransition(Transition.ReadytoRun, StateID.RunState);

            WalkState walkState = new WalkState(mFsm, this);

            walkState.AddTransition(Transition.ReadytoIdle, StateID.IdleState);
            walkState.AddTransition(Transition.ReadytoChat, StateID.ChatState);
            walkState.AddTransition(Transition.ReadytoJump, StateID.JumpState);
            walkState.AddTransition(Transition.ReadytoRun, StateID.RunState);

            ChatState chatState = new ChatState(mFsm, this);

            chatState.AddTransition(Transition.ReadytoIdle, StateID.IdleState);

            JumpState jumpState = new JumpState(mFsm, this);

            jumpState.AddTransition(Transition.ReadytoIdle, StateID.IdleState);

            RunState runState = new RunState(mFsm, this);

            runState.AddTransition(Transition.ReadytoWalk, StateID.WalkState);
            runState.AddTransition(Transition.ReadytoJump, StateID.JumpState);


            mFsm.AddStates(idleState, walkState, chatState, jumpState, runState);
        }
Exemple #2
0
        private void InitFsm()
        {
            m_fsm = new FSMSystem(this.m_npc.TargetGameObject);

            if (this.m_npc.IsStaticNPC)
            {
                NpcIdleState idleState = new NpcIdleState(m_fsm, this.m_npc);
                idleState.AddTransition(Transition.ReadytoChat, StateID.ChatState);

                NpcChatState chatState = new NpcChatState(m_fsm, this.m_npc);
                chatState.AddTransition(Transition.ReadytoIdle, StateID.IdleState);

                m_fsm.AddStates(idleState, chatState);
            }
            else
            {
                NpcPatrolState patrolState = new NpcPatrolState(m_fsm, this.m_npc);
                patrolState.AddTransition(Transition.ReadytoChat, StateID.ChatState);

                NpcChatState chatState = new NpcChatState(m_fsm, this.m_npc);
                chatState.AddTransition(Transition.ReadytoPatrol, StateID.PatrolState);

                m_fsm.AddStates(patrolState, chatState);
            }
        }
Exemple #3
0
 public NpcPatrolState(FSMSystem fsm, NPC npc) : base(fsm)
 {
     StateID    = StateID.PatrolState;
     this.m_npc = npc;
 }
 public NpcChatState(FSMSystem fsm, NpcView npcView) : base(fsm)
 {
     StateID       = StateID.ChatState;
     this.mNpcView = npcView;
 }
        private int mFB = 0;    //前-1后1

        public RunState(FSMSystem fsm, BaseCharacter character) : base(fsm)
        {
            StateID         = StateID.RunState;
            this.mCharacter = character;
        }
Exemple #6
0
 public FSMState(FSMSystem fsm)
 {
     this.Fsm = fsm;
 }
Exemple #7
0
 public JumpState(FSMSystem fsm, Player character) : base(fsm)
 {
     StateID           = StateID.JumpState;
     this.mCharacter   = character;
     mPlayerController = fsm.Owner.GetComponent <CharacterController>();
 }
 public NpcPatrolState(FSMSystem fsm, NpcView npcView) : base(fsm)
 {
     StateID       = StateID.PatrolState;
     this.mNpcView = npcView;
 }
 public NpcChatState(FSMSystem fsm, NPC npc) : base(fsm)
 {
     StateID    = StateID.ChatState;
     this.m_npc = npc;
 }
Exemple #10
0
 public NpcIdleState(FSMSystem fsm, NPC npc) : base(fsm)
 {
     this.StateID = StateID.IdleState;
     this.m_npc   = npc;
 }
Exemple #11
0
        private int mFB = 0;    //前-1后1

        public WalkState(FSMSystem fsm, Player character) : base(fsm)
        {
            StateID         = StateID.WalkState;
            this.mCharacter = character;
        }
 public NpcIdleState(FSMSystem fsm, NpcView npcView) : base(fsm)
 {
     this.StateID  = StateID.IdleState;
     this.mNpcView = npcView;
 }