//----- public HGenericStateFSM(string _stateName, int _stateId, GameObject _gameo, int _hLevel, bool _finalHLevel, HGenericStateFSM _fatherState, AIAgent1 _scriptAIAgent) { stateName = _stateName; stateId = _stateId; gameObject = _gameo; myHLevel = _hLevel; finalHLevel = _finalHLevel; if (_fatherState == null) { fatherState = _fatherState; } agentScript = _scriptAIAgent; myHInitialize += initializeHState; myHUpdate += updateHState; myHFinalize += finalizeHState; myHTransition += checkHierarchyTransitions; myHHandleCollisionEnter += handleHEnCollision; myHHandleTriggerEnter += handleHEnTrigger; }
public HStateFSM(string _stateName, int _stateId, GameObject _gameo, int _hLevel, bool _finalHLevel, HStateFSM _fatherState, AIAgent1 _scriptAIAgent) { //GameObject gameo = this.gameObject; stateName = _stateName; stateId = _stateId; gameObject = _gameo; myHLevel = _hLevel; finalHLevel = _finalHLevel; if (_fatherState == null) { fatherState = _fatherState; } //TODO : ? //agentScript = gameObject.GetComponent<AIAgent1> (); agentScript = _scriptAIAgent; playerScript = gameObject.GetComponent <PlayerMovements> (); if (playerScript == null) { #if _WARNING_DEBUG Debug.Log("ATTENZIONE - script PlayerMovements non trovato"); #endif } par = gameObject.GetComponent <AIParameters> (); if (par == null) { #if _WARNING_DEBUG Debug.Log("ATTENZIONE - script AIParameters non trovato"); #endif } statusPar = par.statusParameters; myHInitialize += initializeHState; myHUpdate += updateHState; myHFinalize += finalizeHState; myHTransition += checkHierarchyTransitions; myHHandleCollisionEnter += handleHEnCollision; myHHandleTriggerEnter += handleHEnTrigger; //agentScript.statesMap.addState (this); }