public FSM_GameFlow(int fsmID) : base(fsmID) { // create state //Init InitState state_Init = new InitState((int)GameFlowState_ID.Init); state_Init.Initialize(this, null, () => { }); //MainMenu MainMenuState state_MainMenu = new MainMenuState((int)GameFlowState_ID.MainMenu); state_MainMenu.Initialize(this, null, () => { }); //SelectDiff SelectDifficultyState state_SelectDiff = new SelectDifficultyState((int)GameFlowState_ID.SelectDiff); state_SelectDiff.Initialize(this, null, () => { }); //GamePlaying GamePlayingState state_GamePlaying = new GamePlayingState((int)GameFlowState_ID.GamePlaying); state_GamePlaying.Initialize(this, null, () => { }); //GameOver GameOverState state_GameOver = new GameOverState((int)GameFlowState_ID.GameOver); state_GameOver.Initialize(this, null, () => { }); //ShowScore ShowScoreState state_ShowScore = new ShowScoreState((int)GameFlowState_ID.ShowScore); state_ShowScore.Initialize(this, null, () => { }); }
public FSM_GameSystem(int fsmID) : base(fsmID) { //create State //Init InitState state_Init = new InitState((int)GameSystemState_ID.Init); state_Init.Initialize(this, null, () => { }); //Ready ReadyState state_Ready = new ReadyState((int)GameSystemState_ID.Ready); state_Ready.Initialize(this, null, () => { }); //SpawnNewBlock SpawnNewBlockState state_SpawnNewBlock = new SpawnNewBlockState((int)GameSystemState_ID.SpawnNewBlock); state_SpawnNewBlock.Initialize(this, null, () => { }); //Wait WaitState state_Wait = new WaitState((int)GameSystemState_ID.Wait); state_Wait.Initialize(this, null, () => { }); //JudgeEliminate JudgeEliminateState state_JudgeEliminate = new JudgeEliminateState((int)GameSystemState_ID.JudgeEliminate); state_JudgeEliminate.Initialize(this, null, () => { }); //Eliminate EliminateState state_Eliminate = new EliminateState((int)GameSystemState_ID.Eliminate); state_Eliminate.Initialize(this, null, () => { }); }