public virtual void FsmInit() { fsmManager = new FsmManager((int)PlayerAnimationEnum.Max); PlayerIdle playerIdle = new PlayerIdle(anim, this); PlayerRun playerRun = new PlayerRun(anim, this); PlayerAttack1 playerAttack1 = new PlayerAttack1(anim, this); PlayerAttack2 playerAttack2 = new PlayerAttack2(anim, this); PlayerAttack3 playerAttack3 = new PlayerAttack3(anim, this); fsmManager.AddState(playerIdle); fsmManager.AddState(playerRun); fsmManager.AddState(playerAttack1); fsmManager.AddState(playerAttack2); fsmManager.AddState(playerAttack3); fsmManager.ChangeState((int)PlayerAnimationEnum.Idle); }
public override void FsmInit() { fsmManager = new FsmManager((int)LongRangeEnum.Max); PlayerIdle playerIdle = new PlayerIdle(anim, this); PlayerRun playerRun = new PlayerRun(anim, this); LongRangeAttack longRangeAttack = new LongRangeAttack(anim, this); fsmManager.AddState(playerIdle); fsmManager.AddState(playerRun); fsmManager.AddState(longRangeAttack); fsmManager.ChangeState((int)LongRangeEnum.Idle); }
public override void Start() { bossSkill = GetComponent <BossSkill>(); sensor = new Sensor(10, 120, this); FsmManager = new FsmManager((int)DragonAnimEnum.Max); DragonIdleState dragonIdleState = new DragonIdleState(anim, this); DragonDieState dragonDieState = new DragonDieState(anim, this); DragonHitState dragonHitState = new DragonHitState(anim, this); DragonAttackState dragonAttackState = new DragonAttackState(anim, this); DragonPersueState dragonPersueState = new DragonPersueState(anim, this); DragonReleaseSkillState dragonReleaseSkillState = new DragonReleaseSkillState(anim, this); FsmManager.AddState(dragonIdleState); FsmManager.AddState(dragonDieState); FsmManager.AddState(dragonHitState); FsmManager.AddState(dragonAttackState); FsmManager.AddState(dragonPersueState); FsmManager.AddState(dragonReleaseSkillState); FsmManager.ChangeState((int)DragonAnimEnum.Idle); }
void Start() { tmpTime = 0; fsmManager = new FsmManager((byte)AnimalState.MaxValue); Animator tmpAnimator = transform.GetComponent <Animator>(); FsmBase tmpIdle = new OrcIdle(tmpAnimator); fsmManager.AddState(tmpIdle);//0 FsmBase tmpAttack1 = new OrcAttack1(tmpAnimator); fsmManager.AddState(tmpAttack1);//1 FsmBase tmpAttack2 = new OrcAttack2(tmpAnimator); fsmManager.AddState(tmpAttack2);//2 FsmBase tmpAttack3 = new OrcAttack3(tmpAnimator); fsmManager.AddState(tmpAttack3);//3 FsmBase tmpAttack4 = new OrcAttack4(tmpAnimator); fsmManager.AddState(tmpAttack4);//4 FsmBase tmpAttack5 = new OrcAttack5(tmpAnimator); fsmManager.AddState(tmpAttack5);//5 FsmBase tmpDeath = new OrcDeath(tmpAnimator); fsmManager.AddState(tmpDeath);//6 FsmBase tmpRun = new OrcRun(tmpAnimator); fsmManager.AddState(tmpRun);//7 FsmBase tmpLeft = new OrcLeft(tmpAnimator); fsmManager.AddState(tmpLeft);//8 FsmBase tmpRight = new OrcRight(tmpAnimator); fsmManager.AddState(tmpRight);//9 }
// Use this for initialization void Start() { charactorCtrl = GetComponent <CharacterController>(); // charactorCtrl.isTrigger = false; charactorCtrl.detectCollisions = false; tmpAnimator = GetComponent <Animator>(); fsmManager = new FsmManager((byte)AnimalState.MaxValue); PlayerIdl tmpIdle = new PlayerIdl(tmpAnimator); fsmManager.AddState(tmpIdle); PlayerRunJump tmpRunJump = new PlayerRunJump(tmpAnimator); fsmManager.AddState(tmpRunJump); PlayerRun tmpRun = new PlayerRun(tmpAnimator); fsmManager.AddState(tmpRun); PlayerRunSide tmpRunSide = new PlayerRunSide(tmpAnimator); fsmManager.AddState(tmpRunSide); PlayerBackDeath tmpBackDeath = new PlayerBackDeath(tmpAnimator); fsmManager.AddState(tmpBackDeath); PlayerForwardDeath tmpForwardDeth = new PlayerForwardDeath(tmpAnimator); fsmManager.AddState(tmpForwardDeth); PlayerAttack tmpAttack = new PlayerAttack(tmpAnimator); fsmManager.AddState(tmpAttack); }
public virtual void Start() { sensor = new Sensor(10, 120, this); FsmManager = new FsmManager((int)GoblinAnimationEnum.Max); GoblinAttackState goblinAttackState = new GoblinAttackState(anim, this); GoblinDieState goblinDieState = new GoblinDieState(anim, this); GoblinHitState goblinHitState = new GoblinHitState(anim, this); GoblinIdleState goblinIdleState = new GoblinIdleState(anim, this); GoblinPatrolState goblinPatrolState = new GoblinPatrolState(anim, this); GoblinPersueState goblinPersueState = new GoblinPersueState(anim, this); FsmManager.AddState(goblinIdleState); FsmManager.AddState(goblinDieState); FsmManager.AddState(goblinHitState); FsmManager.AddState(goblinAttackState); FsmManager.AddState(goblinPatrolState); FsmManager.AddState(goblinPersueState); FsmManager.ChangeState((int)GoblinAnimationEnum.Idle); }