void Awake() { ActiveBonuses = new List<GameController.BonusTypes>(); PassengerIdleState idleState = new PassengerIdleState(this); PassengerMoveState moveState = new PassengerMoveState(this); PassengerAttackState attackState = new PassengerAttackState(this); PassengerAttackedState attackedState = new PassengerAttackedState(this); PassengerStickState stickState = new PassengerStickState(this); PassengerFlyingAwayState flyingAwayState = new PassengerFlyingAwayState(this); PassengerDraggedState draggedState = new PassengerDraggedState(this); FrozenState frozenState = new FrozenState(this); PassengerSitState sitState = new PassengerSitState(this); Dictionary<int, State> stateMap = new Dictionary<int, State> { {(int) MovableCharacterStates.Idle, idleState}, {(int) MovableCharacterStates.Move, moveState}, {(int) MovableCharacterStates.Attack, attackState}, {(int) MovableCharacterStates.Attacked, attackedState}, {(int) MovableCharacterStates.Stick, stickState}, {(int) MovableCharacterStates.FlyingAway, flyingAwayState}, {(int) MovableCharacterStates.Dragged, draggedState}, {(int) MovableCharacterStates.Frozen, frozenState}, {(int) MovableCharacterStates.Sit, sitState}, }; InitWithStates(stateMap, (int)MovableCharacterStates.Idle); }
void Awake() { ActiveBonuses = new List <GameController.BonusTypes>(); PassengerIdleState idleState = new PassengerIdleState(this); PassengerMoveState moveState = new PassengerMoveState(this); PassengerAttackState attackState = new PassengerAttackState(this); PassengerAttackedState attackedState = new PassengerAttackedState(this); PassengerStickState stickState = new PassengerStickState(this); PassengerFlyingAwayState flyingAwayState = new PassengerFlyingAwayState(this); PassengerDraggedState draggedState = new PassengerDraggedState(this); FrozenState frozenState = new FrozenState(this); PassengerSitState sitState = new PassengerSitState(this); PassengerHuntState huntState = new PassengerHuntState(this); PassengerEscapeState escapeState = new PassengerEscapeState(this); Dictionary <int, State> stateMap = new Dictionary <int, State> { { (int)MovableCharacterStates.Idle, idleState }, { (int)MovableCharacterStates.Move, moveState }, { (int)MovableCharacterStates.Attack, attackState }, { (int)MovableCharacterStates.Attacked, attackedState }, { (int)MovableCharacterStates.Stick, stickState }, { (int)MovableCharacterStates.FlyingAway, flyingAwayState }, { (int)MovableCharacterStates.Dragged, draggedState }, { (int)MovableCharacterStates.Frozen, frozenState }, { (int)MovableCharacterStates.Sit, sitState }, { (int)MovableCharacterStates.Hunt, huntState }, { (int)MovableCharacterStates.Escape, escapeState }, }; InitWithStates(stateMap, (int)MovableCharacterStates.Idle); }