void Start() { player_anim = GetComponentInChildren <PlayerAnimation>(); _rb = GetComponent <Rigidbody>(); _player = GetComponent <Player>(); _fsm = new FSM <string>(); _healthUI = gameObject.GetComponentInChildren <HealthUI>(); IdleState <string> idle = new IdleState <string>(_fsm, player_anim, "Move", "Punch Attack", "Kick Attack"); MoveState <string> move = new MoveState <string>(_player, _fsm, player_anim, "Attack", "Idle"); //JumpState<string> jump = new JumpState<string>(_fsm, "Idle", _rb, _player); PunchAttackState <string> punchAttack = new PunchAttackState <string>(_fsm, player_anim, "Idle", "Kick Attack"); KickAttackState <string> kickAttack = new KickAttackState <string>(_fsm, player_anim, "Idle", "Punch Attack"); idle.AddTransition("Move", move); idle.AddTransition("Punch Attack", punchAttack); idle.AddTransition("Kick Attack", kickAttack); move.AddTransition("Idle", idle); move.AddTransition("Punch Attack", punchAttack); move.AddTransition("Kick Attack", kickAttack); //jump.AddTransition("Idle", idle); punchAttack.AddTransition("Idle", idle); punchAttack.AddTransition("Kick Attack", kickAttack); kickAttack.AddTransition("Idle", idle); kickAttack.AddTransition("Punch Attack", punchAttack); _fsm.SetInit(idle); }
public void MakeFSM() { IdleState idle = new IdleState(); idle.AddTransition(Transition.SawPlayer, StateID.AttackingState); idle.AddTransition(Transition.LostPlayer, StateID.MovingState); MoveState move = new MoveState(); move.AddTransition(Transition.SawPlayer, StateID.AttackingState); AttackState attack = new AttackState(); attack.AddTransition(Transition.LostPlayer, StateID.MovingState); attack.AddTransition(Transition.IdleTransition, StateID.IdleStateID); DefendState defend = new DefendState(); EvadeState evade = new EvadeState(); WinState win = new WinState(); DeathState death = new DeathState(); fsm = new FSMSystem(); fsm.AddState(move); fsm.AddState(attack); fsm.AddState(idle); fsm.AddState(defend); fsm.AddState(evade); fsm.AddState(win); fsm.AddState(death); }
private void ConstructFSM() { IdleState idle = new IdleState(); idle.AddTransition(FSMTransitionType.CanBeMove, FSMStateType.Move); idle.AddTransition(FSMTransitionType.AttackWithSingleWield, FSMStateType.SingleWieldAttack); idle.AddTransition(FSMTransitionType.AttackWithDoubleHands, FSMStateType.DoubleHandsAttack); idle.AddTransition(FSMTransitionType.UsingRipple, FSMStateType.RippleAttack); idle.AddTransition(FSMTransitionType.UsingHeartAttack, FSMStateType.HeartAttack); idle.AddTransition(FSMTransitionType.UsingStygianDesolator, FSMStateType.StygianDesolator); idle.AddTransition(FSMTransitionType.UsingIceArrow, FSMStateType.IceArrow); idle.AddTransition(FSMTransitionType.UsingChoshimArrow, FSMStateType.ChoshimArrow); idle.AddTransition(FSMTransitionType.CanPickUp, FSMStateType.PickUp); idle.AddTransition(FSMTransitionType.UsingThunderBolt, FSMStateType.ThunderBolt); idle.AddTransition(FSMTransitionType.AttackWithSpear, FSMStateType.SpearAttack); idle.AddTransition(FSMTransitionType.CanDefend, FSMStateType.Defend); idle.AddTransition(FSMTransitionType.Falling, FSMStateType.Fall); MoveState move = new MoveState(); move.AddTransition(FSMTransitionType.IsIdle, FSMStateType.Idle); move.AddTransition(FSMTransitionType.AttackWithSingleWield, FSMStateType.SingleWieldAttack); move.AddTransition(FSMTransitionType.AttackWithDoubleHands, FSMStateType.DoubleHandsAttack); move.AddTransition(FSMTransitionType.AttackWithSpear, FSMStateType.SpearAttack); DefendState defend = new DefendState(); defend.AddTransition(FSMTransitionType.IsIdle, FSMStateType.Idle); SingleWieldAttackState singleWieldAttack = new SingleWieldAttackState(); singleWieldAttack.AddTransition(FSMTransitionType.IsIdle, FSMStateType.Idle); singleWieldAttack.AddTransition(FSMTransitionType.AttackWithSingleWield, FSMStateType.SingleWieldAttack); singleWieldAttack.AddTransition(FSMTransitionType.CanBeMove, FSMStateType.Move); DoubleHandsAttackState dualWieldAttack = new DoubleHandsAttackState(); dualWieldAttack.AddTransition(FSMTransitionType.IsIdle, FSMStateType.Idle); dualWieldAttack.AddTransition(FSMTransitionType.AttackWithDoubleHands, FSMStateType.DoubleHandsAttack); dualWieldAttack.AddTransition(FSMTransitionType.CanBeMove, FSMStateType.Move); SpearAttackState spearAttack = new SpearAttackState(); spearAttack.AddTransition(FSMTransitionType.IsIdle, FSMStateType.Idle); spearAttack.AddTransition(FSMTransitionType.CanBeMove, FSMStateType.Move); RippleAttackState rippleAttack = new RippleAttackState(); rippleAttack.AddTransition(FSMTransitionType.IsIdle, FSMStateType.Idle); HeartAttackState heartAttack = new HeartAttackState(); heartAttack.AddTransition(FSMTransitionType.IsIdle, FSMStateType.Idle); StygianDesolatorState stygianDesolator = new StygianDesolatorState(); stygianDesolator.AddTransition(FSMTransitionType.IsIdle, FSMStateType.Idle); IceArrowState iceArrow = new IceArrowState(); iceArrow.AddTransition(FSMTransitionType.IsIdle, FSMStateType.Idle); ChoshimArrowState choshimArrow = new ChoshimArrowState(); choshimArrow.AddTransition(FSMTransitionType.IsIdle, FSMStateType.Idle); ThunderBoltState thunderBolt = new ThunderBoltState(); thunderBolt.AddTransition(FSMTransitionType.IsIdle, FSMStateType.Idle); PickUpState pickUp = new PickUpState(); pickUp.AddTransition(FSMTransitionType.IsIdle, FSMStateType.Idle); FallState fall = new FallState(); fall.AddTransition(FSMTransitionType.IsIdle, FSMStateType.Idle); AddFSMState(idle); AddFSMState(move); AddFSMState(defend); AddFSMState(singleWieldAttack); AddFSMState(dualWieldAttack); AddFSMState(rippleAttack); AddFSMState(heartAttack); AddFSMState(stygianDesolator); AddFSMState(iceArrow); AddFSMState(choshimArrow); AddFSMState(thunderBolt); AddFSMState(pickUp); AddFSMState(spearAttack); AddFSMState(fall); }