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Question by speedgolden · Mar 19, 2017 at 02:46 PM · finite-state-machine

OOP Implementation in Finite State Machine

Hi.

I'm trying to implement an OOP Finite State Machine for the enemy behaviors. However, I can't seem to find the method to access certain script.

Here are the base scripts

 public class FiniteStateMachine : MonoBehaviour {
 
     public List<FSMState> states;
     public FSMState initialState;
     public FSMState activeState;
 
     void Update()
     {
         if (activeState == null)
             activeState = initialState;
 
         CheckTransisiton();
     }
 
     public virtual void CheckTransisiton()
     {
         foreach (FSMTransition transition in activeState.transitions)
         {
             if (transition.isValid() == true)
             {
                 activeState.OnExit();
                 transition.OnTransition();
                 if (transition.getNextState() != null)
                 {
                     activeState = transition.getNextState();
                     activeState.OnEnter();
                 }
                 else
                     activeState.OnUpdate();
             }
         }
     }
 }

 public class FSMState : MonoBehaviour {
 
     public virtual void OnEnter() { }
     public virtual void OnUpdate() { }
     public virtual void OnExit() { }
     public List<FSMTransition> transitions;
 }

 public class FSMTransition : MonoBehaviour {
 
     public virtual bool isValid() { return false; }
     public virtual FSMState getNextState() { return null; }
     public virtual void OnTransition() { }
 }

I created a derived class from FSMState called IdleState, which the enemy will stay idle. The derived class is attached to an empty object. Enemy gameObject has FiniteStateMachine script assigned to it, and the gameObject contains IdleState is assigned to the gameObject FSM state. When in the IdleState, how to i access the enemy alertness, which is a variable at a script attached to enemy gameObject?

Thanks.

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