public virtual void InitState() { { State state = new IdleState(); state.Init(this); _stateMap[eStateType.IDLE] = state; } { State state = new MoveState(); state.Init(this); _stateMap[eStateType.MOVE] = state; } { State state = new AttackState(); state.Init(this); _stateMap[eStateType.ATTACK] = state; } { State state = new DamageState(); state.Init(this); _stateMap[eStateType.DAMAGE] = state; } { State state = new DeathState(); state.Init(this); _stateMap[eStateType.DEATH] = state; } _state = _stateMap[eStateType.IDLE]; }
virtual protected void InitState() { State idleState = new IdleState(); State moveState = new MoveState(); State attackState = new AttackState(); State runState = new RunState(); State findTargetState = new FindTargetState(); State takeOffState = new TakeOffState(); State landingState = new LandingState(); idleState.Init(this); moveState.Init(this); attackState.Init(this); runState.Init(this); findTargetState.Init(this); takeOffState.Init(this); landingState.Init(this); _stateDic.Add(eState.IDLE, idleState); _stateDic.Add(eState.MOVE, moveState); _stateDic.Add(eState.RUN, runState); _stateDic.Add(eState.ATTACK, attackState); _stateDic.Add(eState.FIND_TARGET, findTargetState); _stateDic.Add(eState.TAKE_OFF, takeOffState); _stateDic.Add(eState.LANDING, landingState); }
virtual protected void InitState() { State idleState = new IdleState(); idleState.Init(this); _stateDictionary.Add(eState.IDLE, idleState); State moveState = new MoveState(); moveState.Init(this); _stateDictionary.Add(eState.MOVE, moveState); State attackState = new AttackState(); attackState.Init(this); _stateDictionary.Add(eState.ATTACK, attackState); State chaseState = new ChaseState(); chaseState.Init(this); _stateDictionary.Add(eState.CHASE, chaseState); State patrolState = new PatrolState(); patrolState.Init(this); _stateDictionary.Add(eState.PATROL, patrolState); }
virtual protected void InitState() { State moveState = new MoveState(); State attackState = new AttackState(); State hitState = new HitState(); State skillOneState = new SkillOne(); State skillTwoState = new SkillTwo(); State skillThreeState = new SkillThree(); State idleState = new IdleState(); moveState.Init(this); attackState.Init(this); hitState.Init(this); skillOneState.Init(this); skillTwoState.Init(this); skillThreeState.Init(this); idleState.Init(this); _stateDic.Add(eSTATE.MOVE, moveState); _stateDic.Add(eSTATE.ATTACK, attackState); _stateDic.Add(eSTATE.HIT, hitState); _stateDic.Add(eSTATE.SKILLONE, skillOneState); _stateDic.Add(eSTATE.SKILLTWO, skillTwoState); _stateDic.Add(eSTATE.SKILLTHREE, skillThreeState); _stateDic.Add(eSTATE.IDLE, idleState); }
virtual protected void InitState() { { State state = new IdleState(); state.Init(this); _stateMap[eStateType.IDLE] = state; } { State state = new MoveState(); state.Init(this); _stateMap[eStateType.MOVE] = state; } { State state = new AttackState(); state.Init(this); _stateMap[eStateType.ATTACK] = state; } { State state = new DamageState(); state.Init(this); _stateMap[eStateType.DAMAGE] = state; } { State state = new DeadState(); state.Init(this); _stateMap[eStateType.DEAD] = state; } _state = _stateMap[eStateType.IDLE]; }
virtual public void InitState() { { State state = new PlayerIdleState(); state.Init(this); _stateMap[eStateType.IDLE] = state; } { State state = new PathfindingMoveState(); state.Init(this); _stateMap[eStateType.MOVE] = state; } { State state = new AttackState(); state.Init(this); _stateMap[eStateType.ATTACK] = state; } { State state = new DamagedState(); state.Init(this); _stateMap[eStateType.DAMAGED] = state; } { State state = new DeadState(); state.Init(this); _stateMap[eStateType.DEAD] = state; } _state = _stateMap[eStateType.IDLE]; }
protected override void InitState() { base.InitState(); State idleState = new EnemyIdleState(); State attackState = new AttackState(); idleState.Init(this); attackState.Init(this); _stateDic[eState.IDLE] = idleState; _stateDic[eState.ATTACK] = attackState; }
virtual protected void InitState() { State idlestate = new IdleState(); State movestate = new MoveState(); State attackstate = new AttackState(); State findTargetstate = new FindTargetState(); idlestate.Init(this); movestate.Init(this); attackstate.Init(this); findTargetstate.Init(this); _stateDic.Add(eState.IDLE, idlestate); _stateDic.Add(eState.MOVE, movestate); _stateDic.Add(eState.ATTACK, attackstate); _stateDic.Add(eState.FIND_TARGET, findTargetstate); }
virtual protected void InitState() { State idleState = new IdleState(); State moveState = new MoveState(); State attackState = new AttackState(); State chaseState = new ChaseState(); idleState.Init(this); moveState.Init(this); attackState.Init(this); chaseState.Init(this); _stateList.Add(eState.IDLE, idleState); _stateList.Add(eState.MOVE, moveState); _stateList.Add(eState.ATTACK, attackState); _stateList.Add(eState.CHASE, chaseState); }
virtual protected void InitState() { //데이터 주도 프로그래밍: 스크립트로 다 빼기 State idleState = new IdleState(); State moveState = new MoveState(); State chaseState = new ChaseState(); State attackState = new AttackState(); State patrolState = new PatrolState(); idleState.Init(this); moveState.Init(this); chaseState.Init(this); attackState.Init(this); patrolState.Init(this); _stateMap.Add(eState.IDLE, idleState); _stateMap.Add(eState.MOVE, moveState); _stateMap.Add(eState.CHASE, chaseState); _stateMap.Add(eState.ATTACK, attackState); _stateMap.Add(eState.PATROL, patrolState); }
protected override void InitState() { State idleState = new WargIdleState(); idleState.Init(this); _stateList.Add(eState.IDLE, idleState); State patrolState = new PatrolState(); patrolState.Init(this); _stateList.Add(eState.PATROL, patrolState); State chaseState = new ChaseState(); chaseState.Init(this); _stateList.Add(eState.CHASE, chaseState); State attackState = new AttackState(); attackState.Init(this); _stateList.Add(eState.ATTACK, attackState); }