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class Door : MonoBehavior { | |
private Fsm _fsmDoor; | |
private enum State { | |
Opened, | |
Closed, | |
Locked, | |
Unlocked, | |
ToggleLock, | |
} | |
private void Setup (Player player) { | |
var fsmLock = new FsmBuilder(gameObject) | |
.State(State.Locked, (locked) => { | |
locked.SetAnimatorBool("locked", true); | |
}) | |
.State(State.Unlocked, (unlocked) => { | |
unlocked.SetAnimatorBool("locked", false); | |
}) | |
.State(State.ToggleLock, (toggleLock) => { | |
toggleLock.SetTransition("unlock", State.Unlocked); | |
toggleLock.SetTransition("lock", State.Locked); | |
toggleLock.Do((@lock) => { | |
switch (@lock.State) { | |
case State.Locked: | |
@lock.Transition("unlock"); | |
break; | |
case State.Unlocked: | |
@lock.Transition("lock"); | |
break; | |
} | |
}); | |
}) | |
.Build(); | |
_fsmDoor = new FsmBuilder(gameObject) | |
.State(State.Opened, (open) => { | |
open.SetTransition("close", State.Closed); | |
open.SetAnimatorString("state", "open"); | |
open.TriggerStay("player", (door) => { | |
if (player.Input("open")) { | |
door.Transition("close"); | |
} | |
}); | |
}) | |
.State(State.Closed, (close) => { | |
close.SetTransition("open", State.Opened); | |
close.SetAnimatorString("state", "close"); | |
close.TriggerStay("player", (door) => { | |
if (player.Input("open") && fsmLock.HasState(State.Unlocked)) { | |
door.Transition("open"); | |
} else if (player.Input("key") && player.HasItem("key")) { | |
fsmLock.SetState(State.ToggleLock); | |
} | |
}); | |
}) | |
.Build(); | |
} | |
private void Update () { | |
_fsmDoor.Tick(); | |
} | |
} |
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