/// <summary> /// Awake. /// </summary> private void Awake() { _stateMachineController = new StateMachineController(); _navMeshAgent = GetComponent <NavMeshAgent>(); _entity = GetComponent <Entity>(); EntityIdle entityIdle = new EntityIdle(); EntityChasePlayer entityChasePlayer = new EntityChasePlayer(_navMeshAgent); EntityAttack entityAttack = new EntityAttack(); EntityDead entityDead = new EntityDead(); _stateMachineController.Add(entityIdle); _stateMachineController.Add(entityChasePlayer); _stateMachineController.Add(entityAttack); _stateMachineController.AddAnyStateTransition(entityDead, () => _entity.IsDead); Player player = FindObjectOfType <Player>(); _stateMachineController.AddStateTransition(entityIdle, entityChasePlayer, () => FlatDistance(_navMeshAgent.transform.position, player.transform.position) < 5); _stateMachineController.AddStateTransition(entityChasePlayer, entityAttack, () => FlatDistance(_navMeshAgent.transform.position, player.transform.position) < 2); _stateMachineController.ChangeState(entityIdle); }
public void transition_does_not_switch_state_when_condition_is_not_met() { StateMachineController stateMachineController = new StateMachineController(); IState firstState = Substitute.For <IState>(); stateMachineController.Add(firstState); IState secondState = Substitute.For <IState>(); stateMachineController.Add(secondState); bool ShouldTransitionToState() => false; stateMachineController.AddStateTransition(firstState, secondState, ShouldTransitionToState); stateMachineController.ChangeState(firstState); Assert.AreSame(firstState, stateMachineController.CurrentState); stateMachineController.Tick(); Assert.AreSame(firstState, stateMachineController.CurrentState); }