void InitFSM() { IdleState idleState = new IdleState(gameObject); RunState runState = new RunState(gameObject); ThrowState throwState = new ThrowState(gameObject); DeadState deadState = new DeadState(gameObject); // 注册切换条件 对应的 状态 idleState.AddTransition(FSMTransition.IdleToRun, FSMStateId.Run); runState.AddTransition(FSMTransition.RunToIdle, FSMStateId.Idle); idleState.AddTransition(FSMTransition.IdleToThrow, FSMStateId.Throw); runState.AddTransition(FSMTransition.RunToThrow, FSMStateId.Throw); throwState.AddTransition(FSMTransition.ThrowToIdle, FSMStateId.Idle); idleState.AddTransition(FSMTransition.IdleToDead, FSMStateId.Dead); runState.AddTransition(FSMTransition.RunToDead, FSMStateId.Dead); throwState.AddTransition(FSMTransition.ThrowToDead, FSMStateId.Dead); system.AddState(idleState); system.AddState(runState); system.AddState(throwState); system.AddState(deadState); system.Start(FSMStateId.Idle); }