public StateMachineAntoine(GameObject pl) { player = pl; states = new List<StateAntoine>(); InitStateMachine(); //InitTransitions(); currentState = states[0]; }
public void Update() { StateAntoine s = currentState.Step(); if (s != null) { currentState = s; } else { currentState.Execute(player); } }
public TransitionAntoine(Check adelegate, StateAntoine theNextState, int ind) { nextState = theNextState; theDelegate += adelegate; theIndex = ind; }