public BullDemonKingSofaState(BullDemonKingFSMSystem fsm, ICharacter character) : base(fsm, character) { mStateID = BullDemonKingStateID.Sofa; }
public BullDemonKingDisappearState(BullDemonKingFSMSystem fsm, ICharacter character) : base(fsm, character) { mStateID = BullDemonKingStateID.Disappear; }
public IBullDemonKingState(BullDemonKingFSMSystem fsm, ICharacter character) { mFSMSystem = fsm; mCharacter = character; }
public BullDemonKingBreakOXHornState(BullDemonKingFSMSystem fsm, ICharacter character) : base(fsm, character) { mStateID = BullDemonKingStateID.BreakOXhorn; }
public BullDemonKingBreakFireCricleState(BullDemonKingFSMSystem fsm, ICharacter character) : base(fsm, character) { mStateID = BullDemonKingStateID.BreakFireCricle; }
private void MakeFSM() { mFSMSystem = new BullDemonKingFSMSystem(); BullDemonKingAppearState appearState = new BullDemonKingAppearState(mFSMSystem, this); appearState.AddTransition(BullDemonKingTransition.Rest, BullDemonKingStateID.Idle); BullDemonKingIdleState idleState = new BullDemonKingIdleState(mFSMSystem, this); idleState.AddTransition(BullDemonKingTransition.Desk, BullDemonKingStateID.Desk); idleState.AddTransition(BullDemonKingTransition.Sofa, BullDemonKingStateID.Sofa); idleState.AddTransition(BullDemonKingTransition.NotInRightPosition, BullDemonKingStateID.Move); idleState.AddTransition(BullDemonKingTransition.FireFist, BullDemonKingStateID.FireFist); idleState.AddTransition(BullDemonKingTransition.FireCricle, BullDemonKingStateID.FireCricle); idleState.AddTransition(BullDemonKingTransition.OXHorn, BullDemonKingStateID.OXHorn); idleState.AddTransition(BullDemonKingTransition.NoHealth, BullDemonKingStateID.Dead); BullDemonKingMoveState moveState = new BullDemonKingMoveState(mFSMSystem, this); moveState.AddTransition(BullDemonKingTransition.Rest, BullDemonKingStateID.Idle); BullDemonKingDeskState deskState = new BullDemonKingDeskState(mFSMSystem, this); deskState.AddTransition(BullDemonKingTransition.Rest, BullDemonKingStateID.Idle); BullDemonKingSofaState sofaState = new BullDemonKingSofaState(mFSMSystem, this); sofaState.AddTransition(BullDemonKingTransition.Rest, BullDemonKingStateID.Idle); BullDemonKingFireFistState fireFistState = new BullDemonKingFireFistState(mFSMSystem, this); fireFistState.AddTransition(BullDemonKingTransition.Rest, BullDemonKingStateID.Idle); fireFistState.AddTransition(BullDemonKingTransition.BreakFireFist, BullDemonKingStateID.BreakFireFist); BullDemonKingOXHornState oXHornState = new BullDemonKingOXHornState(mFSMSystem, this); oXHornState.AddTransition(BullDemonKingTransition.Rest, BullDemonKingStateID.Idle); oXHornState.AddTransition(BullDemonKingTransition.BreakOXhorn, BullDemonKingStateID.BreakOXhorn); BullDemonKingFireCricleState fireCricleState = new BullDemonKingFireCricleState(mFSMSystem, this); fireCricleState.AddTransition(BullDemonKingTransition.Rest, BullDemonKingStateID.Idle); fireCricleState.AddTransition(BullDemonKingTransition.BreakFireCricle, BullDemonKingStateID.BreakFireCricle); BullDemonKingBreakFireCricleState breakFireCricleState = new BullDemonKingBreakFireCricleState(mFSMSystem, this); breakFireCricleState.AddTransition(BullDemonKingTransition.Rest, BullDemonKingStateID.Idle); BullDemonKingBreakFireFistState breakFireFistState = new BullDemonKingBreakFireFistState(mFSMSystem, this); breakFireFistState.AddTransition(BullDemonKingTransition.Rest, BullDemonKingStateID.Idle); BullDemonKingBreakOXHornState breakOXHornState = new BullDemonKingBreakOXHornState(mFSMSystem, this); breakOXHornState.AddTransition(BullDemonKingTransition.Rest, BullDemonKingStateID.Idle); BullDemonKingDeadState deadState = new BullDemonKingDeadState(mFSMSystem, this); deadState.AddTransition(BullDemonKingTransition.Disappear, BullDemonKingStateID.Disappear); BullDemonKingDisappearState disappearState = new BullDemonKingDisappearState(mFSMSystem, this); mFSMSystem.AddState(appearState, idleState, moveState, deskState, sofaState, fireFistState, oXHornState, fireCricleState, breakFireCricleState, breakFireFistState, breakOXHornState, deadState, disappearState); }
public BullDemonKingIdleState(BullDemonKingFSMSystem fsm, ICharacter character) : base(fsm, character) { mStateID = BullDemonKingStateID.Idle; }
public BullDemonKingDeadState(BullDemonKingFSMSystem fsm, ICharacter character) : base(fsm, character) { mStateID = BullDemonKingStateID.Dead; }
public BullDemonKingFireFistState(BullDemonKingFSMSystem fsm, ICharacter character) : base(fsm, character) { mStateID = BullDemonKingStateID.FireFist; }