public FSM_Square(int fsmId) : base(fsmId) { //create State ////WaitState //FSM_State waitState = new FSM_State((int)SquareState_ID.Wait); //waitState.Initialize(this, null, () => { }); FSM_State moveState = new FSM_State((int)SquareState_ID.Move); moveState.Initialize(this, null, () => { }); DisappearState disappearState = new DisappearState((int)SquareState_ID.Disappear); disappearState.Initialize(this, null, () => { }); }
public FSM_Block(int fsmId) : base(fsmId) { //create State //UpdateDownTimerState UpdateDownTimerState updateDownTimerState = new UpdateDownTimerState((int)BlockState_ID.UpdateDownTimer); updateDownTimerState.Initialize(this, null, () => { }); //JudgeDownState JudgeDownState judgeDownState = new JudgeDownState((int)BlockState_ID.JudgeDown); judgeDownState.Initialize(this, null, () => { }); //WaitState FSM_State waitState = new FSM_State((int)BlockState_ID.Wait); waitState.Initialize(this, null, () => { }); }