public PlayingStateEngine() { _playingStateMachine.AddStates <States>( States.NullState, States.StartingLevel, States.Playing, States.Paused, States.LevelEnded); }
void Awake() { _gameStateMachine.AddStates <States>( States.NullState, States.Title, States.Playing, States.GameOver, States.Settings, States.Credits); }
void Awake() { int stateCount = Enum.GetNames(typeof(GameStates)).Length; for (int i = 0; i < stateCount; ++i) { _gameStateMachine.AddStates <GameStates>((GameStates)i); } GameController.AddController(this); }
void Awake() { _gameStateMachine.AddStates <States>( States.NullState, States.Title, States.Playing, States.TerrainSandbox, States.NavMeshSandbox, States.PlayerSandbox, States.GameOver, States.Settings, States.Credits); GameController.AddController(this); }
/// <summary> /// Adds the states. /// </summary> /// <param name="states">The states.</param> internal void AddStates(IEnumerable <string> states) { _finiteStateMachine.AddStates(states); }