Esempio n. 1
0
    protected override void Start()
    {
        base.Start();

        idleState           = new GoblinArcher_IdleState(finiteStateMachine, this, "idle", idleStateData, this);
        moveState           = new GoblinArcher_MoveState(finiteStateMachine, this, "move", moveStateData, this);
        playerDetectedState = new GoblinArcher_PlayerDetectedState(finiteStateMachine, this, "playerDetected", playerDetectedStateData, this);
        lookForPlayerState  = new GoblinArcher_LookForPlayerState(finiteStateMachine, this, "lookForPlayer", lookForPlayerStateData, this);
        meleeAttackState    = new GoblinArcher_MeleeAttackState(finiteStateMachine, this, "meleeAttack", meleeAttackPosition, meleeAttackStateData, this);
        stunState           = new GoblinArcher_StunState(finiteStateMachine, this, "stun", stunStateData, this);
        deadState           = new GoblinArcher_DeadState(finiteStateMachine, this, "dead", deadStateData, this);
        dodgeState          = new GoblinArcher_DodgeState(finiteStateMachine, this, "dodge", dodgeStateData, this);
        rangedAttackState   = new GoblinArcher_RangedAttackState(finiteStateMachine, this, "rangedAttack", rangedAttackPosition, rangedAttackStateData, this);

        finiteStateMachine.Initialize(moveState);
    }
Esempio n. 2
0
    protected override void Start()
    {
        base.Start();

        IdleState           = new GoblinArcher_IdleState(FiniteStateMachine, this, "idle", _idleStateData, this);
        MoveState           = new GoblinArcher_MoveState(FiniteStateMachine, this, "move", _moveStateData, this);
        PlayerDetectedState = new GoblinArcher_PlayerDetectedState(FiniteStateMachine, this, "playerDetected", _playerDetectedStateData, this);
        LookForPlayerState  = new GoblinArcher_LookForPlayerState(FiniteStateMachine, this, "lookForPlayer", _lookForPlayerStateData, this);
        MeleeAttackState    = new GoblinArcher_MeleeAttackState(FiniteStateMachine, this, "meleeAttack", _meleeAttackPosition, _meleeAttackStateData, this);
        DodgeState          = new GoblinArcher_DodgeState(FiniteStateMachine, this, "dodge", _dodgeStateData, this);
        RangedAttackState   = new GoblinArcher_RangedAttackState(FiniteStateMachine, this, "rangedAttack", _rangedAttackPosition, _rangedAttackStateData, this);
        DamageState         = new GoblinArcher_DamageState(FiniteStateMachine, this, "damage", _damageStateData, this);
        StunState           = new GoblinArcher_StunState(FiniteStateMachine, this, "stun", _stunStateData, this);
        DeadState           = new GoblinArcher_DeadState(FiniteStateMachine, this, "dead", _deadStateData, this);

        FiniteStateMachine.Initialize(MoveState);

        DissolveEffect = new DissolveEffect();
    }