public override void MakeFsm() { m_Fsm = new MonsterFsm(player); m_Fsm.m_DoDraw = true; MonsterState_RunWay run = new MonsterState_RunWay(path); run.AddTransition(new Tr_Run_RunWay2FollowPlay()); m_Fsm.AddState(run); MonsterState_FollowPlayer follow = new MonsterState_FollowPlayer(); follow.AddTransition(new Tr_Run_FollowPlay2RunWay()); m_Fsm.AddState(follow); }
public override void MakeFsm() { CurFsm = new MonsterFsm(player); CurFsm.m_DoDraw = true; MonsterState_Idle idle = new MonsterState_Idle(MonsterStateID.Idle.GetHashCode()); idle.AddTransition(new Tr_Idle_Idle2RunWay(MonsterStateID.RunWay.GetHashCode())); CurFsm.AddState(idle); MonsterState_RunWay run = new MonsterState_RunWay(MonsterStateID.RunWay.GetHashCode(), path); run.AddTransition(new Tr_Idle_RunWay2Idle(MonsterStateID.Idle.GetHashCode())); CurFsm.AddState(run); }
public override void MakeFsm() { m_Fsm = new MonsterFsm(player); m_Fsm.m_DoDraw = true; MonsterState_Idle idle = new MonsterState_Idle(); idle.AddTransition(new Tr_Idle_Idle2RunWay()); m_Fsm.AddState(idle); MonsterState_RunWay run = new MonsterState_RunWay(path); run.AddTransition(new Tr_Idle_RunWay2Idle()); m_Fsm.AddState(run); }
public override void MakeFsm() { CurFsm = new MonsterFsm(player); CurFsm.m_DoDraw = true; MonsterState_RunWay run = new MonsterState_RunWay(MonsterStateID.RunWay.GetHashCode(), path); run.AddTransition(new Tr_Run_RunWay2FollowPlay(MonsterStateID.FollowPlayer.GetHashCode())); CurFsm.AddState(run); MonsterState_FollowPlayer follow = new MonsterState_FollowPlayer(MonsterStateID.FollowPlayer.GetHashCode()); follow.AddTransition(new Tr_Run_FollowPlay2RunWay(MonsterStateID.RunWay.GetHashCode())); CurFsm.AddState(follow); }