public AttackState(ActorBevBase actorBev, ActorAIBase actorAI) : base(actorBev, actorAI) { this.AIState = AIStateType.Attack; }
private Dictionary<AIStateType, StateBase> m_StateDic; //所有状态 #endregion Fields #region Constructors public StateMachine(ActorBevBase actorBev, ActorAIBase actorAI) { this.m_ActorBev = actorBev; this.m_ActorAI = actorAI; this.m_StateDic = new Dictionary<AIStateType, StateBase>(); }
public DeadState(ActorBevBase actorBev, ActorAIBase actorAI) : base(actorBev, actorAI) { this.AIState = AIStateType.Dead; }
public HurtState(ActorBevBase actorBev, ActorAIBase actorAI) : base(actorBev, actorAI) { this.AIState = AIStateType.Hurt; }
public StateMachine(ActorBevBase actorBev, ActorAIBase actorAI) { this.m_ActorBev = actorBev; this.m_ActorAI = actorAI; this.m_StateDic = new Dictionary <AIStateType, StateBase>(); }
public StateBase(ActorBevBase actorBev, ActorAIBase actorAI) { this.actorBev = actorBev; this.actorAI = actorAI; }
public IdleState(ActorBevBase actorBev, ActorAIBase actorAI) : base(actorBev, actorAI) { this.AIState = AIStateType.Idle; }