//void Function for Fight public void Fight(bool b, List <Unit> uList, FSMac <i_STATES> FSM) { char input; //Player list Player listp = new Player(); //Enemy list Enemy liste = new Enemy(); Unit a = new Unit(); for (int i = 0; i < uList.Count; i++) { if (uList.ElementAt(i).Type == "Player") { Console.Write("Press 1 to Attack"); input = (char)Console.Read(); if (input == '1') { if (uList.ElementAt(i).Combat(a.Indicator(liste.EP)) == true) { break; } } } else if (uList.ElementAt(i).Type == "Enemy") { } } }
static void Main(string[] args) { FSMac<i_STATES> FSM = new FSMac<i_STATES>(); //Adding States FSM.AddState(i_STATES.Init); FSM.AddState(i_STATES.Idle); FSM.AddState(i_STATES.Target); FSM.AddState(i_STATES.Death); //Adding Transitions FSM.AddT(i_STATES.Init, i_STATES.Idle); FSM.AddT(i_STATES.Idle, i_STATES.Target); FSM.AddT(i_STATES.Target, i_STATES.Death); //Graps a list of units List<Unit> uList = new List<Unit>(); FSM.info(); Console.ReadLine(); }
static void Main(string[] args) { FSMac <i_STATES> FSM = new FSMac <i_STATES>(); //Adding States FSM.AddState(i_STATES.Init); FSM.AddState(i_STATES.Idle); FSM.AddState(i_STATES.Target); FSM.AddState(i_STATES.Death); //Adding Transitions FSM.AddT(i_STATES.Init, i_STATES.Idle); FSM.AddT(i_STATES.Idle, i_STATES.Target); FSM.AddT(i_STATES.Target, i_STATES.Death); //Graps a list of units List <Unit> uList = new List <Unit>(); FSM.info(); Console.ReadLine(); }