virtual protected void InitState() { State idleState = new IdleState(); State moveState = new MoveState(); State attackState = new AttackState(); State runState = new RunState(); State findTargetState = new FindTargetState(); State takeOffState = new TakeOffState(); State landingState = new LandingState(); idleState.Init(this); moveState.Init(this); attackState.Init(this); runState.Init(this); findTargetState.Init(this); takeOffState.Init(this); landingState.Init(this); _stateDic.Add(eState.IDLE, idleState); _stateDic.Add(eState.MOVE, moveState); _stateDic.Add(eState.RUN, runState); _stateDic.Add(eState.ATTACK, attackState); _stateDic.Add(eState.FIND_TARGET, findTargetState); _stateDic.Add(eState.TAKE_OFF, takeOffState); _stateDic.Add(eState.LANDING, landingState); }
public virtual void InitState() { { State state = new IdleState(); state.Init(this); _stateMap[eStateType.IDLE] = state; } { State state = new MoveState(); state.Init(this); _stateMap[eStateType.MOVE] = state; } { State state = new AttackState(); state.Init(this); _stateMap[eStateType.ATTACK] = state; } { State state = new DamageState(); state.Init(this); _stateMap[eStateType.DAMAGE] = state; } { State state = new DeathState(); state.Init(this); _stateMap[eStateType.DEATH] = state; } _state = _stateMap[eStateType.IDLE]; }
public virtual void Init(Vector3 spawnLocation, Map map, int level) { // init sr size values if (!overrideSrSize) { srSize = sr.bounds.size; } // init abilities InitAbilities(); if (OnEnemyInit != null) { OnEnemyInit(); } // init default values DEFAULT_LAYER = body.gameObject.layer; DEFAULT_SPEED = body.moveSpeed; this.level = level; this.map = map; maxHealth = EnemyHealthEquation(level, baseHealth); // calculate health based on level health = maxHealth; deathPropPool = ObjectPooler.GetObjectPooler("DeathProp"); // instantiate set object pooler // init movement and action movementMethod.Init(this, player); action.Init(this, ToMoveState); Spawn(spawnLocation); }
virtual protected void InitState() { State idleState = new IdleState(); idleState.Init(this); _stateDictionary.Add(eState.IDLE, idleState); State moveState = new MoveState(); moveState.Init(this); _stateDictionary.Add(eState.MOVE, moveState); State attackState = new AttackState(); attackState.Init(this); _stateDictionary.Add(eState.ATTACK, attackState); State chaseState = new ChaseState(); chaseState.Init(this); _stateDictionary.Add(eState.CHASE, chaseState); State patrolState = new PatrolState(); patrolState.Init(this); _stateDictionary.Add(eState.PATROL, patrolState); }
virtual protected void InitState() { State moveState = new MoveState(); State attackState = new AttackState(); State hitState = new HitState(); State skillOneState = new SkillOne(); State skillTwoState = new SkillTwo(); State skillThreeState = new SkillThree(); State idleState = new IdleState(); moveState.Init(this); attackState.Init(this); hitState.Init(this); skillOneState.Init(this); skillTwoState.Init(this); skillThreeState.Init(this); idleState.Init(this); _stateDic.Add(eSTATE.MOVE, moveState); _stateDic.Add(eSTATE.ATTACK, attackState); _stateDic.Add(eSTATE.HIT, hitState); _stateDic.Add(eSTATE.SKILLONE, skillOneState); _stateDic.Add(eSTATE.SKILLTWO, skillTwoState); _stateDic.Add(eSTATE.SKILLTHREE, skillThreeState); _stateDic.Add(eSTATE.IDLE, idleState); }
virtual protected void InitState() { { State state = new IdleState(); state.Init(this); _stateMap[eStateType.IDLE] = state; } { State state = new MoveState(); state.Init(this); _stateMap[eStateType.MOVE] = state; } { State state = new AttackState(); state.Init(this); _stateMap[eStateType.ATTACK] = state; } { State state = new DamageState(); state.Init(this); _stateMap[eStateType.DAMAGE] = state; } { State state = new DeadState(); state.Init(this); _stateMap[eStateType.DEAD] = state; } _state = _stateMap[eStateType.IDLE]; }
virtual protected void InitState() { State idleState = new IdleState(); State moveState = new MoveState(); State interactionState = new InteractionState(); idleState.Init(this); moveState.Init(this); interactionState.Init(this); _stateDic.Add(eState.IDLE, idleState); _stateDic.Add(eState.MOVE, moveState); _stateDic.Add(eState.INTERACTION, interactionState); }
virtual protected void InitState() { State idlestate = new IdleState(); State movestate = new MoveState(); State attackstate = new AttackState(); State findTargetstate = new FindTargetState(); idlestate.Init(this); movestate.Init(this); attackstate.Init(this); findTargetstate.Init(this); _stateDic.Add(eState.IDLE, idlestate); _stateDic.Add(eState.MOVE, movestate); _stateDic.Add(eState.ATTACK, attackstate); _stateDic.Add(eState.FIND_TARGET, findTargetstate); }
virtual protected void InitState() { State idleState = new IdleState(); State moveState = new MoveState(); State attackState = new AttackState(); State chaseState = new ChaseState(); idleState.Init(this); moveState.Init(this); attackState.Init(this); chaseState.Init(this); _stateList.Add(eState.IDLE, idleState); _stateList.Add(eState.MOVE, moveState); _stateList.Add(eState.ATTACK, attackState); _stateList.Add(eState.CHASE, chaseState); }
override protected void InitState() { base.InitState(); State attackState = new PlayerAttackState(); attackState.Init(this); _stateDic[eSTATE.ATTACK] = attackState; State moveState = new MoveState(); moveState.Init(this); _stateDic[eSTATE.MOVE] = moveState; State hitState = new PlayerHitState(); hitState.Init(this); _stateDic[eSTATE.HIT] = hitState; State skillOneState = new SkillOne(); skillOneState.Init(this); _stateDic[eSTATE.HIT] = skillOneState; State skillTwoState = new SkillTwo(); skillTwoState.Init(this); _stateDic[eSTATE.HIT] = skillTwoState; State skillThreeState = new SkillThree(); skillThreeState.Init(this); _stateDic[eSTATE.HIT] = skillThreeState; State idleState = new PlayerIdleState(); idleState.Init(this); _stateDic[eSTATE.IDLE] = idleState; }
virtual protected void InitState() { //데이터 주도 프로그래밍: 스크립트로 다 빼기 State idleState = new IdleState(); State moveState = new MoveState(); State chaseState = new ChaseState(); State attackState = new AttackState(); State patrolState = new PatrolState(); idleState.Init(this); moveState.Init(this); chaseState.Init(this); attackState.Init(this); patrolState.Init(this); _stateMap.Add(eState.IDLE, idleState); _stateMap.Add(eState.MOVE, moveState); _stateMap.Add(eState.CHASE, chaseState); _stateMap.Add(eState.ATTACK, attackState); _stateMap.Add(eState.PATROL, patrolState); }
public override void Init(Enemy e, EnemyAction.OnActionStateChanged onActionFinished) { base.Init(e, onActionFinished); conditionalMoveState.Init(e, e.player); }