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Forked from AngryAnt/MyStateMachine.cs
Created October 24, 2011 09:36
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A simple state machine using a dictionary of delegates indexed by an enum.
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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