public void OnInit(MonoBehaviour mono) { FsmCtrl = new ProcedureFSM(mono); FsmCtrl.AddState(new ProcedureLaunch(FsmCtrl)); FsmCtrl.AddState(new ProcedureCheckUpdate(FsmCtrl)); FsmCtrl.AddState(new ProcedureLoadingScene(FsmCtrl)); FsmCtrl.AddState(new ProcedureMenu(FsmCtrl)); FsmCtrl.AddState(new StateChooseClass(FsmCtrl)); FsmCtrl.AddState(new StateClassContent(FsmCtrl)); FsmCtrl.AddState(new StateGamePlay(FsmCtrl)); FsmCtrl.AddState(new StateEndGame(FsmCtrl)); }
public ProcedureMenu(ProcedureFSM _fsm) : base(_fsm, StateDefine.PROCEDURE_MENU) { }
public StateChooseClass(ProcedureFSM _fsm) : base(_fsm, StateDefine.STATE_CHOOSE_CLASS) { }
public StateEndGame(ProcedureFSM _fsm) : base(_fsm, StateDefine.STATE_END_GAME) { }
public ProcedureCheckUpdate(ProcedureFSM _fsm) : base(_fsm, StateDefine.PROCEDURE_CHECK_UPDATE) { }
public ProcedureLoadingScene(ProcedureFSM _fsm) : base(_fsm, StateDefine.PROCEDURE_LOADING_SCENE) { }
public StateClassContent(ProcedureFSM _fsm) : base(_fsm, StateDefine.STATE_CLASS_CONTENT) { }
public ProcedureLaunch(ProcedureFSM _fsm) : base(_fsm, StateDefine.PROCEDURE_LAUNCH) { }
//构造函数 把fsm和状态名字传递过来 public ProcedureBase(ProcedureFSM _fsm, string _name) { mFsm = _fsm; mStateName = _name; }
public StateGamePlay(ProcedureFSM _fsm) : base(_fsm, StateDefine.STATE_GAME_PLAY) { }