void Awake() { Fsm = new Fsm(this); Fsm.AddState(PATROL_STATE, new PatrolState()); Fsm.AddState(OBSERVE_STATE, new ObserveState()); }
public void Awake() { GameFlowFsm = new Fsm <GameFlowState>(); GameFlowFsm.Init(true); GameFlowFsm.AddState(GameFlowState.EnterGame, new EnterGameState()); GameFlowFsm.AddState(GameFlowState.LuaLoop, new LuaLoopState()); GameFlowFsm.ChangeState(GameFlowState.EnterGame); }
void Awake() { eyeVision.onEnter.AddListener(OnObjectInSight); eyeVision.onExit.AddListener(OnObjectOutSight); Fsm = new Fsm(this); Fsm.AddState(PATROL_STATE, new PatrolState()); Fsm.AddState(OBSERVE_STATE, new ObserveState()); Fsm.AddState(CHASE_STATE, new ChaseState()); }
void Awake() { eyeVision.onEnter.AddListener(OnObjectInSight); eyeVision.onExit.AddListener(OnObjectOutSight); m_Rid = GetComponent <Rigidbody>(); Fsm = new Fsm <AiTank>(this); Fsm.AddState(PATROL_STATE, new Patrol()); // Fsm.AddState(OBSERVE_STATE, new Observ()); Fsm.AddState(CHASE_STATE, new Chase()); Fsm.AddState(STOP_AI_STATE, new StopAi()); }
void Awake() { rb = GetComponent <Rigidbody>(); eyeVision.onEnter.AddListener(OnObjectInSight); eyeVision.onExit.AddListener(OnObjectOutSight); m_Rid = GetComponent <Rigidbody>(); Fsm = new Fsm <AiBossDargon>(this); Fsm.AddState(FirstPoint_STATE, new FirstPoint()); Fsm.AddState(Around_STATE, new Around()); Fsm.AddState(Follow_STATE, new Follow()); // Fsm.AddState(ChangScale_SATE, new ChangScale()); Fsm.AddState(FirstPoint2_STATE, new FirstPoint2()); Fsm.AddState(Follow2_STATE, new Follow2()); }
/// <summary> /// Adds the state to the state machine based on the number passed /// </summary> /// <param name="state">Will add the CurrentState+1 to the state machine</param> protected void AddStateAt(int state) { // ReSharper disable once SwitchStatementMissingSomeCases switch (state) { case 0: StateMachine.AddState(new StateOne()); break; case 1: StateMachine.AddState(new StateTwo()); break; case 2: StateMachine.AddState(new StateThree()); break; case 3: StateMachine.AddState(new StateFour()); break; case 4: StateMachine.AddState(new StateFive()); break; } }
void Awake() { eyeVision.onEnter.AddListener(OnObjectInSight); eyeVision.onExit.AddListener(OnObjectOutSight); m_Rid = GetComponent <Rigidbody>(); Fsm = new Fsm <AiBoss2>(this); Fsm.AddState(PATROL_STATE, new Patrol2()); Fsm.AddState(OBSERVE_STATE, new Observ2()); Fsm.AddState(CHASE_STATE, new Chase2()); Fsm.AddState(UPSTONE_STATE, new UpStone()); Fsm.AddState(Monster_STATE, new StateMonster()); Fsm.AddState(STATE_PRO, new StatePro()); Fsm.AddState(OBSER22_STATE, new Observ22()); Fsm.AddState(CHASE22_STATE, new Chase22()); }
private void OnCreateNewState() { FsmState state = new FsmState(); m_Fsm.AddState(state); }
public void AddProcedure(params IProcedure[] procedures) { Fsm.AddState(procedures); }