示例#1
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        public void Start()
        {
            var boxController = GetComponent <BoxController>();

            _stateMachineAI = new StateMachineAI();

            var idleState = new IdleState(transform.gameObject);
            var warnState = new WarnState(transform.gameObject, boxController);

            _stateMachineAI.States.Add(idleState);
            _stateMachineAI.States.Add(warnState);

            _stateMachineAI.SetCurrentState("Idle");
        }
        public void Start()
        {
            var roomController = GetComponent <RoomController>();

            _stateMachineAI = new StateMachineAI();

            var waitState     = new WaitState(transform.gameObject);
            var fightState    = new FightState(transform.gameObject, roomController);
            var completeState = new CompleteState();

            _stateMachineAI.States.Add(waitState);
            _stateMachineAI.States.Add(fightState);
            _stateMachineAI.States.Add(completeState);

            _stateMachineAI.SetCurrentState("Wait");
        }
示例#3
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 public IdleState(StateMachineAI stateMachineAI)
 {
     stateMachine = stateMachineAI;
 }
示例#4
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 public AttackState(StateMachineAI stateMachineAI)
 {
     stateMachine = stateMachineAI;
 }
示例#5
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	public ChaseState(StateMachineAI stateMachineAI) {
		stateMachine = stateMachineAI;
		triggerWidth = stateMachine.GetComponent<SphereCollider>().bounds.size.z;
	}
示例#6
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	public PatrolState(StateMachineAI stateMachineAI) {
		stateMachine = stateMachineAI;
		currentNodeInt = Random.Range(0, stateMachine.patrolNodes.Length);
		currentNode = stateMachine.patrolNodes[currentNodeInt].position;
	}
示例#7
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	public IdleState(StateMachineAI stateMachineAI) {
		stateMachine = stateMachineAI;
	}
示例#8
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	public AttackState(StateMachineAI stateMachineAI) {
		stateMachine = stateMachineAI;
	}
示例#9
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 public ChaseState(StateMachineAI stateMachineAI)
 {
     stateMachine = stateMachineAI;
     triggerWidth = stateMachine.GetComponent <SphereCollider>().bounds.size.z;
 }
示例#10
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 public PatrolState(StateMachineAI stateMachineAI)
 {
     stateMachine   = stateMachineAI;
     currentNodeInt = Random.Range(0, stateMachine.patrolNodes.Length);
     currentNode    = stateMachine.patrolNodes[currentNodeInt].position;
 }