// Use this for initialization void Start() { m_FSM = new FSMSystem(m_Data); m_Data.m_Go = this.gameObject; m_Data.m_FSMSystem = m_FSM; FSMIdleState idlestate = new FSMIdleState(); FSMMoveToState mtstate = new FSMMoveToState(); FSMChaseState chasestate = new FSMChaseState(); FSMAttackState attackstate = new FSMAttackState(); idlestate.AddTransition(eFSMTransition.Go_MoveTo, mtstate); idlestate.AddTransition(eFSMTransition.Go_Chase, chasestate); idlestate.AddTransition(eFSMTransition.Go_Attack, attackstate); mtstate.AddTransition(eFSMTransition.Go_Idle, idlestate); mtstate.AddTransition(eFSMTransition.Go_Chase, chasestate); mtstate.AddTransition(eFSMTransition.Go_Attack, attackstate); chasestate.AddTransition(eFSMTransition.Go_Idle, idlestate); chasestate.AddTransition(eFSMTransition.Go_Attack, attackstate); attackstate.AddTransition(eFSMTransition.Go_Idle, idlestate); attackstate.AddTransition(eFSMTransition.Go_Chase, chasestate); FSMDeadState dstate = new FSMDeadState(); m_FSM.AddGlobalTransition(eFSMTransition.Go_Dead, dstate); Debug.Log("add state"); m_FSM.AddState(idlestate); m_FSM.AddState(mtstate); m_FSM.AddState(chasestate); m_FSM.AddState(attackstate); m_FSM.AddState(dstate); }
void Start() { fsmSystem = new FSMSystem(); //巡逻状态,在构造参数传一个系统参数,确定该状态是在哪个状态系统中管理的,状态转换的时候调用 FSMBaseState patrolState = new FSMPatrolState(fsmSystem); patrolState.AddTransition(FSMTransition.SeePlayer, FSMStateID.ChaseFSMStateID);//巡逻状态转化条件 //追逐状态 FSMBaseState chaseState = new FSMChaseState(fsmSystem); chaseState.AddTransition(FSMTransition.LeavePlayer, FSMStateID.PatrolFSMStateID); fsmSystem.AddFSMSate(patrolState); fsmSystem.AddFSMSate(chaseState); }
protected override void Start() { m_AIData = new MobInfo(); GameData.Instance.MobInfoTable[3200].CopyTo(m_AIData); m_MaxHp = m_AIData.m_fHp; base.Start(); m_MobAnimator = this.GetComponent <MobAnimationsController>(); m_BobyCollider = this.GetComponent <BoxCollider>(); m_DamageCollider = GetComponentInChildren <CapsuleCollider>(); m_MobAimLine = this.GetComponent <MobAimLine>(); m_FSM = new FSMSystem(m_AIData); m_AIData.m_Go = this.gameObject; m_AIData.m_FSMSystem = m_FSM; m_AIData.m_AnimationController = this.GetComponent <MobAnimationsController>(); m_AIData.navMeshAgent = this.GetComponent <NavMeshAgent>(); m_AIData.navMeshAgent.enabled = false; m_AIData.m_MobAimLine = m_MobAimLine; m_AIData.m_SoundManager = m_SoundManager; #region FSMMap #region Phase1 m_WanderIdleState.AddTransition(eFSMTransition.Go_Wander, m_WanderState); m_WanderIdleState.AddTransition(eFSMTransition.Go_Flee, m_FleeState); m_WanderIdleState.AddTransition(eFSMTransition.Go_Idle, m_IdleState); m_WanderState.AddTransition(eFSMTransition.Go_WanderIdle, m_WanderIdleState); m_WanderState.AddTransition(eFSMTransition.Go_Flee, m_FleeState); m_FleeState.AddTransition(eFSMTransition.Go_CallArmy, m_CallArmyState); #endregion #region Phase2 m_CallArmyState.AddTransition(eFSMTransition.Go_Chase, m_Chasestate); m_CallArmyState.AddTransition(eFSMTransition.Go_Dodge, m_DodgeState); m_Chasestate.AddTransition(eFSMTransition.Go_Attack, m_PatrolAttackstate); m_DodgeState.AddTransition(eFSMTransition.Go_Attack, m_PatrolAttackstate); m_PatrolAttackstate.AddTransition(eFSMTransition.Go_Idle, m_IdleState); m_PatrolAttackstate.AddTransition(eFSMTransition.Go_Chase, m_Chasestate); m_IdleState.AddTransition(eFSMTransition.Go_Chase, m_Chasestate); m_IdleState.AddTransition(eFSMTransition.Go_Dodge, m_DodgeState); m_IdleState.AddTransition(eFSMTransition.Go_Attack, m_PatrolAttackstate); m_FSMNoPlayerWanderIdleState.AddTransition(eFSMTransition.Go_NoPlayerWander, m_FSMNoPlayerWander); m_FSMNoPlayerWanderIdleState.AddTransition(eFSMTransition.Go_Chase, m_Chasestate); m_FSMNoPlayerWanderIdleState.AddTransition(eFSMTransition.Go_Dodge, m_DodgeState); m_FSMNoPlayerWander.AddTransition(eFSMTransition.Go_NoPlayerWanderIdle, m_FSMNoPlayerWanderIdleState); m_FSMNoPlayerWander.AddTransition(eFSMTransition.Go_Chase, m_Chasestate); m_FSMNoPlayerWander.AddTransition(eFSMTransition.Go_Dodge, m_DodgeState); #endregion FSMPatrolGetHurtState m_GetHurtState = new FSMPatrolGetHurtState(); FSMDeadState m_DeadState = new FSMDeadState(); m_GetHurtState.AddTransition(eFSMTransition.Go_Flee, m_FleeState); m_GetHurtState.AddTransition(eFSMTransition.Go_Chase, m_Chasestate); m_GetHurtState.AddTransition(eFSMTransition.Go_Dodge, m_DodgeState); m_DeadState.AddTransition(eFSMTransition.Go_WanderIdle, m_WanderIdleState); m_FSM.AddGlobalTransition(eFSMTransition.Go_NoPlayerWanderIdle, m_FSMNoPlayerWanderIdleState); m_FSM.AddGlobalTransition(eFSMTransition.Go_PatrolGetHurt, m_GetHurtState); m_FSM.AddGlobalTransition(eFSMTransition.Go_Dead, m_DeadState); m_FSM.AddState(m_WanderIdleState); m_FSM.AddState(m_WanderState); m_FSM.AddState(m_FleeState); m_FSM.AddState(m_CallArmyState); m_FSM.AddState(m_Chasestate); m_FSM.AddState(m_DodgeState); m_FSM.AddState(m_PatrolAttackstate); m_FSM.AddState(m_IdleState); m_FSM.AddState(m_FSMNoPlayerWanderIdleState); m_FSM.AddState(m_FSMNoPlayerWander); m_FSM.AddState(m_GetHurtState); m_FSM.AddState(m_DeadState); #endregion }
protected override void Start() { m_AIData = new MobInfo(); GameData.Instance.MobInfoTable[3100].CopyTo(m_AIData); m_MaxHp = m_AIData.m_fHp; base.Start(); m_MobAnimator = this.GetComponent <MobAnimationsController>(); m_BodyCollider = this.GetComponent <BoxCollider>(); m_DamageCollider = this.GetComponentInChildren <CapsuleCollider>(); m_FSM = new FSMSystem(m_AIData); m_AIData.m_Go = this.gameObject; m_AIData.m_FSMSystem = m_FSM; m_AIData.m_AnimationController = this.GetComponent <MobAnimationsController>(); m_AIData.navMeshAgent = this.GetComponent <NavMeshAgent>(); m_AIData.navMeshAgent.speed = Random.Range(6.5f, 7.0f); m_AIData.navMeshAgent.enabled = false; m_AIData.m_SoundManager = m_SoundManager; #region FSMMap FSMRespawnState m_RespawnState = new FSMRespawnState(); FSMChaseState m_Chasestate = new FSMChaseState(); FSMAttackState m_Attackstate = new FSMAttackState(); FSMIdleState m_IdleState = new FSMIdleState(); FSMWanderIdleState m_WanderIdleState = new FSMWanderIdleState(); FSMWanderState m_WanderState = new FSMWanderState(); m_RespawnState.AddTransition(eFSMTransition.Go_WanderIdle, m_WanderIdleState); m_Chasestate.AddTransition(eFSMTransition.Go_Attack, m_Attackstate); m_Attackstate.AddTransition(eFSMTransition.Go_Idle, m_IdleState); m_Attackstate.AddTransition(eFSMTransition.Go_Chase, m_Chasestate); m_IdleState.AddTransition(eFSMTransition.Go_Chase, m_Chasestate); m_IdleState.AddTransition(eFSMTransition.Go_Attack, m_Attackstate); m_WanderIdleState.AddTransition(eFSMTransition.Go_Wander, m_WanderState); m_WanderIdleState.AddTransition(eFSMTransition.Go_Chase, m_Chasestate); m_WanderState.AddTransition(eFSMTransition.Go_WanderIdle, m_WanderIdleState); m_WanderState.AddTransition(eFSMTransition.Go_Chase, m_Chasestate); FSMFishGetHurtState m_GetHurtState = new FSMFishGetHurtState(); FSMDeadState m_DeadState = new FSMDeadState(); m_GetHurtState.AddTransition(eFSMTransition.Go_Chase, m_Chasestate); m_GetHurtState.AddTransition(eFSMTransition.Go_Attack, m_Attackstate); m_DeadState.AddTransition(eFSMTransition.Go_Respawn, m_RespawnState); m_FSM.AddGlobalTransition(eFSMTransition.Go_WanderIdle, m_WanderIdleState); m_FSM.AddGlobalTransition(eFSMTransition.Go_FishGetHurt, m_GetHurtState); m_FSM.AddGlobalTransition(eFSMTransition.Go_Dead, m_DeadState); m_FSM.AddState(m_RespawnState); m_FSM.AddState(m_WanderIdleState); m_FSM.AddState(m_IdleState); m_FSM.AddState(m_Chasestate); m_FSM.AddState(m_Attackstate); m_FSM.AddState(m_GetHurtState); m_FSM.AddState(m_DeadState); m_FSM.AddState(m_WanderState); #endregion }