void Awake() { _blackBoard = transform.GetComponent <BlackBoard>(); // 一定要按枚举顺序加入, 以便于按枚举值索引 AnimFsmStateIdle idleState = new AnimFsmStateIdle(GetComponent <Agent>()); AddState(idleState); AnimFsmStateGoTo gotoState = new AnimFsmStateGoTo(GetComponent <Agent>()); AddState(gotoState); AnimFsmStateCombatMove combatMoveState = new AnimFsmStateCombatMove(GetComponent <Agent>()); AddState(combatMoveState); AnimFsmStateAttackMelee attackMeleeState = new AnimFsmStateAttackMelee(GetComponent <Agent>()); AddState(attackMeleeState); AnimFsmStateInjury injuryState = new AnimFsmStateInjury(GetComponent <Agent>()); AddState(injuryState); AnimFsmStateDeath deathState = new AnimFsmStateDeath(GetComponent <Agent>()); AddState(deathState); AnimFsmStateKnockdown knowdownState = new AnimFsmStateKnockdown(GetComponent <Agent>()); AddState(knowdownState); CurState = DefState = idleState; }
void Awake() { _blackBoard = transform.GetComponent <BlackBoard>(); // 一定要按枚举顺序加入, 以便于按枚举值索引 AnimFsmStateIdle idleState = new AnimFsmStateIdle(GetComponent <Agent>()); AddState(idleState); AnimFsmStateMove moveState = new AnimFsmStateMove(GetComponent <Agent>()); AddState(moveState); AnimFsmStateRoll rollState = new AnimFsmStateRoll(GetComponent <Agent>()); AddState(rollState); AnimFsmStateAttackMelee attackMeleeState = new AnimFsmStateAttackMelee(GetComponent <Agent>()); AddState(attackMeleeState); AnimFsmStateInjury injuryState = new AnimFsmStateInjury(GetComponent <Agent>()); AddState(injuryState); AnimFsmStateDeath deathState = new AnimFsmStateDeath(GetComponent <Agent>()); AddState(deathState); CurState = DefState = idleState; }