private void MakeFSM() { mFSMSystem = new NpcFSMSystem(); NpcRunState runState = new NpcRunState(mFSMSystem, this); runState.AddTransition(NpcTransition.Rescued, NpcStateID.Cheerful); NpcCheerfulState cheerfulState = new NpcCheerfulState(mFSMSystem, this); mFSMSystem.AddState(runState, cheerfulState); }
public NpcCheerfulState(NpcFSMSystem fsm, ICharacter character) : base(fsm, character) { mStateID = NpcStateID.Cheerful; }
public NpcRunState(NpcFSMSystem fsm, ICharacter character) : base(fsm, character) { mStateID = NpcStateID.Run; }
public INpcState(NpcFSMSystem fsm, ICharacter character) { mFSM = fsm; mCharacter = character; }