public ProjectileState(StateMachine sm_) { sm = sm_; transitions = new ITransition[3]; transitions[0] = new ToInitial(sm_); transitions[1] = new ToAdvance(sm_); transitions[2] = new ToRetreat(sm_); exitActions = new IAction[1]; exitActions[0] = new ProjectileAction(sm); entryActions = new IAction[1]; entryActions[0] = new ProjectileAction(sm); actions = new IAction[1]; actions[0] = new ProjectileAction(sm); }
public InitialState(StateMachine sm_) { sm = sm_; transitions = new ITransition[6]; transitions[0] = new ToRetreat(sm_); transitions[1] = new ToAdvance(sm_); transitions[2] = new ToProjectile(sm_); transitions[3] = new ToJump(sm_); transitions[4] = new ToAntiAir(sm_); transitions[5] = new ToAerial(sm_); exitActions = new IAction[1]; exitActions[0] = new InitialAction(sm); entryActions = new IAction[1]; entryActions[0] = new InitialAction(sm); actions = new IAction[1]; actions[0] = new InitialAction(sm); }