Esempio n. 1
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    protected override void Awake()
    {
        base.Awake();

        enemyIdleState           = new E2_IdleState(this, enemyData, "idle", this);
        enemyMoveState           = new E2_MoveState(this, enemyData, "move", this);
        enemyPlayerDetectedState = new E2_PlayerDetectedState(this, enemyData, "playerDetected", this);
        enemyMeleeAttackState    = new E2_MeleeAttackState(this, enemyData, "meleeAttack", this, meleeAttack);
        enemyLookForPlayerState  = new E2_LookForPlayerState(this, enemyData, "lookForPlayer", this);
        enemyRangeAttackState    = new E2_RangeAttackState(this, enemyData, "rangeAttack", this);
        enemyAttackedState       = new E2_AttackedState(this, enemyData, "attacked", this);
        enemyDeathState          = new E2_DeathState(this, enemyData, "die", this);
        enemyDodgeState          = new E2_DodgeState(this, enemyData, "dodge", this);
    }
Esempio n. 2
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    public override void Start()
    {
        base.Start();

        moveState           = new E2_MoveState(this, stateMachine, "move", moveStateData, this);
        idleState           = new E2_IdleState(this, stateMachine, "idle", idleStateDate, this);
        playerDetectedState = new E2_PlayerDetectedState(this, stateMachine, "playerDetected", playerDetectedStateData, this);
        miliAttackState     = new E2_MiliAttackState(this, stateMachine, "miliAttack", miliAttackPosition, miliAttackStateData, this);
        lookForPlayerState  = new E2_LookForPlayerState(this, stateMachine, "lookForPlayer", lookForPlayerStateData, this);
        stunState           = new E2_StunState(this, stateMachine, "stun", stunStateData, this);
        deadState           = new E2_DeadState(this, stateMachine, "dead", deadStateData, this);

        stateMachine.initialize(moveState);
    }
Esempio n. 3
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    public override void Start()
    {
        base.Start();

        moveState           = new E2_MoveState(stateMachine, this, "move", moveStateData, this);
        idleState           = new E2_IdleState(stateMachine, this, "idle", idleStateData, this);
        playerDetectedState = new E2_PlayerDetectedState(stateMachine, this, "playerDetected", playerDetectedStateData, this);
        lookForPlayerState  = new E2_LookForPlayerState(stateMachine, this, "lookForPlayer", lookForPlayerData, this);
        deadState           = new E2_DeadState(stateMachine, this, "dead", deadStateData, this);
        dodgeState          = new E2_DodgeState(stateMachine, this, "dodge", dodgeStateData, this);
        rangeAttackState    = new E2_RangeAttackState(stateMachine, this, "rangeAttack", rangeAttackPosition, rangeAttackStateData, this);

        stateMachine.Initialize(moveState);
    }
Esempio n. 4
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    public override void Start()
    {
        base.Start();

        moveState           = new E2_MoveState(this, stateMachine, "move", moveStateData, this);
        idleState           = new E2_IdleState(this, stateMachine, "idle", idleStateData, this);
        playerDetectedState = new E2_PlayerDetectedState(this, stateMachine, "playerDetected", playerDetectedStateData, this);
        meleeAttackState    = new E2_MeleeAttackState(this, stateMachine, "meleeAttack", meleeAttackPos, meleeAttackStateData, this);
        lookForPlayerState  = new E2_LookForPlayerState(this, stateMachine, "lookForPlayer", lookForPlayerStateData, this);
        stunState           = new E2_StunState(this, stateMachine, "stun", stunData, this);
        deadState           = new E2_DeadState(this, stateMachine, "dead", deadData, this);
        dodgeState          = new E2_DodgeState(this, stateMachine, "dodge", dodgeData, this);
        rangedAttackState   = new E2_RangedAttackState(this, stateMachine, "rangedAttack", rangedAttackPos, rangedAttackData, this);

        stateMachine.Initialize(moveState);
    }