Esempio n. 1
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 public BearFollowState(BearFSMSystem fsm, ICharacter character) : base(fsm, character)
 {
     mStateID = BearStateID.Follow;
 }
Esempio n. 2
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 public BearDisappearState(BearFSMSystem fsm, ICharacter character) : base(fsm, character)
 {
     mStateID = BearStateID.Disappear;
 }
Esempio n. 3
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 public BearBeatState(BearFSMSystem fsm, ICharacter character) : base(fsm, character)
 {
     mStateID = BearStateID.Beat;
 }
Esempio n. 4
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 public BearFireBallState(BearFSMSystem fsm, ICharacter character) : base(fsm, character)
 {
     mStateID = BearStateID.FireBall;
 }
Esempio n. 5
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 public BearBreakClawState(BearFSMSystem fsm, ICharacter character) : base(fsm, character)
 {
     mStateID = BearStateID.BreakClaw;
 }
Esempio n. 6
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    private void MakeFSM()
    {
        mFSMSystem = new BearFSMSystem();

        BearAppearState appearState = new BearAppearState(mFSMSystem, this);

        appearState.AddTransition(BearTransition.Rest, BearStateID.Idle);

        BearIdleState idleState = new BearIdleState(mFSMSystem, this);

        idleState.AddTransition(BearTransition.Howl, BearStateID.Howl);
        idleState.AddTransition(BearTransition.Claw, BearStateID.Claw);
        idleState.AddTransition(BearTransition.Beat, BearStateID.Beat);
        idleState.AddTransition(BearTransition.FireBall, BearStateID.FireBall);
        idleState.AddTransition(BearTransition.SeaEnemy, BearStateID.Chase);
        idleState.AddTransition(BearTransition.NoHealth, BearStateID.Dead);
        idleState.AddTransition(BearTransition.Follow, BearStateID.Follow);
        idleState.AddTransition(BearTransition.ToHome, BearStateID.ToHome);

        BearChaseState chaseState = new BearChaseState(mFSMSystem, this);

        chaseState.AddTransition(BearTransition.Rest, BearStateID.Idle);
        chaseState.AddTransition(BearTransition.Claw, BearStateID.Claw);
        chaseState.AddTransition(BearTransition.Beat, BearStateID.Beat);
        chaseState.AddTransition(BearTransition.FireBall, BearStateID.FireBall);
        chaseState.AddTransition(BearTransition.SpeedUp, BearStateID.SpeedUp);
        chaseState.AddTransition(BearTransition.Follow, BearStateID.Follow);

        BearSpeedUpState speedUpState = new BearSpeedUpState(mFSMSystem, this);

        speedUpState.AddTransition(BearTransition.SeaEnemy, BearStateID.Chase);

        BearToHomeState toHomeState = new BearToHomeState(mFSMSystem, this);

        toHomeState.AddTransition(BearTransition.Rest, BearStateID.Idle);

        BearFollowState followState = new BearFollowState(mFSMSystem, this);

        followState.AddTransition(BearTransition.Rest, BearStateID.Idle);

        BearClawState clawState = new BearClawState(mFSMSystem, this);

        clawState.AddTransition(BearTransition.BreakClaw, BearStateID.BreakClaw);
        clawState.AddTransition(BearTransition.Rest, BearStateID.Idle);

        BearBreakClawState breakClawState = new BearBreakClawState(mFSMSystem, this);

        breakClawState.AddTransition(BearTransition.Rest, BearStateID.Idle);

        BearBeatState beatState = new BearBeatState(mFSMSystem, this);

        beatState.AddTransition(BearTransition.BreakBeat, BearStateID.BreakBeat);
        beatState.AddTransition(BearTransition.Rest, BearStateID.Idle);

        BearBreakBeatState breakBeatState = new BearBreakBeatState(mFSMSystem, this);

        breakBeatState.AddTransition(BearTransition.Rest, BearStateID.Idle);

        BearFireBallState fireBallState = new BearFireBallState(mFSMSystem, this);

        fireBallState.AddTransition(BearTransition.Rest, BearStateID.Idle);
        fireBallState.AddTransition(BearTransition.FireBallSuccess, BearStateID.FireBallSuccess);

        BearFireBallSuccessState fireBallSuccessState = new BearFireBallSuccessState(mFSMSystem, this);

        fireBallSuccessState.AddTransition(BearTransition.Rest, BearStateID.Idle);

        BearHowlState howlState = new BearHowlState(mFSMSystem, this);

        howlState.AddTransition(BearTransition.Rest, BearStateID.Idle);

        BearDeadState deadState = new BearDeadState(mFSMSystem, this);

        deadState.AddTransition(BearTransition.Disappear, BearStateID.Disappear);

        BearDisappearState disappearState = new BearDisappearState(mFSMSystem, this);

        mFSMSystem.AddState(appearState, idleState, chaseState, speedUpState, clawState, toHomeState, followState, breakClawState, beatState, breakBeatState, fireBallState, fireBallSuccessState, howlState, deadState, disappearState);
    }
Esempio n. 7
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 public IBearState(BearFSMSystem fsm, ICharacter character)
 {
     mFSMSystem = fsm;
     mCharacter = character;
 }
Esempio n. 8
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 public BearSpeedUpState(BearFSMSystem fsm, ICharacter character) : base(fsm, character)
 {
     mStateID = BearStateID.SpeedUp;
 }
Esempio n. 9
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 public BearStoneState(BearFSMSystem fsm, ICharacter character) : base(fsm, character)
 {
     mStateID = BearStateID.Stone;
 }
Esempio n. 10
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 public BearDeadState(BearFSMSystem fsm, ICharacter character) : base(fsm, character)
 {
     mStateID = BearStateID.Dead;
 }
Esempio n. 11
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 public BearHowlState(BearFSMSystem fsm, ICharacter character) : base(fsm, character)
 {
     mStateID = BearStateID.Howl;
 }
Esempio n. 12
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 public BearToHomeState(BearFSMSystem fsm, ICharacter character) : base(fsm, character)
 {
     mStateID = BearStateID.ToHome;
 }