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Wu Jie edited this page Aug 17, 2013
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4 revisions
protected override void InitStateMachine () {
// ========================================================
// states
// ========================================================
fsm.State idle = new fsm.State( "idle", null );
idle.onEnter += EnterIdleState;
fsm.State spawn = new fsm.State( "spawn", null );
spawn.onEnter += EnterSpawnState;
spawn.onExit += ExitSpawnState;
spawn.onAction += UpdateSpawnState;
fsm.State fallDown = new fsm.State( "fallDown", null );
// fallDown.onEnter += EnterFallDownState;
fallDown.onExit += ExitFallDownState;
// fsm.State moveUp = new fsm.State( "moveUp", null );
// moveUp.onEnter += EnterMoveUpState;
// moveUp.onExit += ExitMoveUpState;
fsm.State disappear = new fsm.State( "disappear", null );
disappear.onExit += ExitDisappearState;
// fsm.State dead = new fsm.State( "dead", null );
// dead.onEnter += EnterDeadState;
// dead.onExit += ExitDeadState;
stateList[(int)State.Unknown] = null;
stateList[(int)State.Idle] = idle;
stateList[(int)State.Spawn] = spawn;
stateList[(int)State.Freeze] = null;
stateList[(int)State.Falling] = fallDown;
stateList[(int)State.MoveUp] = null;
stateList[(int)State.MoveTo] = null;
stateList[(int)State.Exchanging] = null;
stateList[(int)State.Upgrading] = null;
stateList[(int)State.Dragging] = null;
stateList[(int)State.Unlocking] = null;
stateList[(int)State.Disappear] = disappear;
stateList[(int)State.Eliminating] = null;
stateList[(int)State.Dead] = null;
}