private void InitializeFSM() { EmotionState neutral = new EmotionState(StateID.Neutral); neutral.High = 10f; neutral.Low = -10f; neutral.AddTransition(Transition.Interested, StateID.Interested); neutral.AddTransition(Transition.Annoyed, StateID.Annoyed); EmotionState interested = new EmotionState(StateID.Interested); interested.High = 10f; interested.Low = -10f; interested.AddTransition(Transition.Happy, StateID.Happy); interested.AddTransition(Transition.Annoyed, StateID.Annoyed); EmotionState annoyed = new EmotionState(StateID.Annoyed); annoyed.High = 10f; annoyed.Low = -10f; annoyed.AddTransition(Transition.Interested, StateID.Interested); annoyed.AddTransition(Transition.Angry, StateID.Angry); EmotionState angry = new EmotionState(StateID.Angry); angry.High = 12f; angry.Low = -8f; angry.AddTransition(Transition.Annoyed, StateID.Annoyed); angry.AddTransition(Transition.Lose, StateID.Lose); EmotionState happy = new EmotionState(StateID.Happy); happy.High = 10f; happy.AddTransition(Transition.Win, StateID.Win); EmotionState win = new EmotionState(StateID.Win); EmotionState lose = new EmotionState(StateID.Lose); fsm = new FSMSystem(); fsm.AddState(neutral); fsm.AddState(annoyed); fsm.AddState(angry); fsm.AddState(happy); fsm.AddState(interested); fsm.AddState(lose); fsm.AddState(win); Debug.Log("Imouto FSM successfully Initialized"); }