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A simple state machine using a dictionary of delegates indexed by an enum.
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using UnityEngine; | |
using System.Collections.Generic; | |
public class MyStateMachine : MonoBehaviour | |
{ | |
public delegate void StateHandlerDelegate (); | |
public enum MyStateType | |
{ | |
Idle, | |
Combat, | |
Juggling | |
} | |
private Dictionary<MyStateType, StateHandlerDelegate> m_StateHandlers; | |
private MyStateType m_State; | |
void Start () | |
{ | |
m_StateHandlers = new Dictionary<MyStateType, StateHandlerDelegate> (); | |
m_StateHandlers[MyStateType.Idle] = IdleHandler; | |
m_StateHandlers[MyStateType.Combat] = CombatHandler; | |
m_StateHandlers[MyStateType.Juggling] = JugglingHandler; | |
} | |
void Update () | |
{ | |
m_StateHandlers[m_State] (); | |
} | |
void IdleHandler () | |
{ | |
// Handle the state and set m_State to change to another state | |
} | |
void CombatHandler () | |
{ | |
// Handle the state and set m_State to change to another state | |
} | |
void JugglingHandler () | |
{ | |
// Handle the state and set m_State to change to another state | |
} | |
} |
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