void Start() { animator = GetComponent <SimpleSpriteAnimator>(); fsm = new SimpleAnimFSM(); //Add our triggers to the FSM. fsm.AddTrigger(Warrior.Keywords.deathTrigger); fsm.AddTrigger(Warrior.Keywords.attackTrigger); fsm.AddTrigger(Warrior.Keywords.respawnTrigger); //Add our persistent variables to the FSM. fsm.AddVar(Warrior.Keywords.canMove, true); fsm.AddVar(Warrior.Keywords.moveInput, false); //TODO: Add states to FSM. }
void Start() { animator = GetComponent <SimpleSpriteAnimator>(); fsm = new SimpleAnimFSM(); //Add our triggers to the FSM. fsm.AddTrigger(Warrior.Keywords.deathTrigger); fsm.AddTrigger(Warrior.Keywords.attackTrigger); fsm.AddTrigger(Warrior.Keywords.respawnTrigger); //Add our persistent variables to the FSM. fsm.AddVar(Warrior.Keywords.canMove, true); fsm.AddVar(Warrior.Keywords.moveInput, false); //Add states to the FSM. fsm.AddState(StateID.IDLE_STATE, new IdleState_COMPLETED(idleID, animator, fsm)); fsm.AddState(StateID.WALK_STATE, new WalkState_COMPLETED(walkID, animator, fsm)); fsm.AddState(StateID.ATTACK_STATE, new AttackState_COMPLETED(attackID, animator, fsm)); fsm.AddState(StateID.DIE_STATE, new DieState_COMPLETED(deathID, animator, fsm)); //Initialize FSM state. fsm.SetState(StateID.IDLE_STATE); }
public AttackState(int p_clipID, SimpleSpriteAnimator p_anim, SimpleAnimFSM p_fsm) : base(p_clipID, p_anim, p_fsm) { }
public AnimState(int p_clipID, SimpleSpriteAnimator p_anim, SimpleAnimFSM p_fsm) { clipID = p_clipID; anim = p_anim; fsm = p_fsm; }
public WalkState_COMPLETED(int p_clipID, SimpleSpriteAnimator p_anim, SimpleAnimFSM p_fsm) : base(p_clipID, p_anim, p_fsm) { }