本文整理汇总了C++中CMonster::GetFiniteStateMachine方法的典型用法代码示例。如果您正苦于以下问题:C++ CMonster::GetFiniteStateMachine方法的具体用法?C++ CMonster::GetFiniteStateMachine怎么用?C++ CMonster::GetFiniteStateMachine使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CMonster
的用法示例。
在下文中一共展示了CMonster::GetFiniteStateMachine方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: DoPause
void CStateMachinen::DoPause(CMonster& monster, eStateEvent event)
{
StateParameter& stateParamter = monster.mStateParamter;
switch(event)
{
case eSEVENT_Enter:
{
const DWORD pausedTick = monster.GetFiniteStateMachine().GetMemory().GetVariable(
"__tick__");
stateParamter.nextTime = gCurTime + pausedTick;
break;
}
case eSEVENT_Process:
{
if(gCurTime > stateParamter.nextTime)
{
const eMONSTER_ACTION pausedAction = eMONSTER_ACTION(monster.GetFiniteStateMachine().GetMemory().GetVariable(
"__lastState__"));
SetState(
&monster,
pausedAction);
}
break;
}
}
}
示例2: DoScriptMove
void CStateMachinen::DoScriptMove(CMonster& monster, eStateEvent event)
{
StateParameter& stateParamter = monster.mStateParamter;
switch(event)
{
case eSEVENT_Enter:
{
VECTOR3 position = {
float(monster.GetFiniteStateMachine().GetMemory().GetVariable("__move_x__")),
0,
float(monster.GetFiniteStateMachine().GetMemory().GetVariable("__move_z__")),
};
monster.OnMove(
&position);
stateParamter.nextTime = gCurTime + CCharMove::GetMoveEstimateTime(
&monster);
break;
}
case eSEVENT_Process:
{
if( stateParamter.nextTime > gCurTime )
{
break;
}
SetState(
&monster,
eMA_STAND);
break;
}
}
}
示例3: DoRunAway
void CStateMachinen::DoRunAway(CMonster& monster, eStateEvent evt)
{
StateParameter& stateParamter = monster.mStateParamter;
if( monster.GetAbnormalStatus()->IsStun ||
monster.GetAbnormalStatus()->IsFreezing ||
monster.GetAbnormalStatus()->IsStone ||
monster.GetAbnormalStatus()->IsSlip ||
monster.GetAbnormalStatus()->IsMoveStop ||
monster.GetAbnormalStatus()->IsParalysis )
{
return;
}
switch(evt)
{
case eSEVENT_Enter:
{
monster.RemoveAllAggro();
monster.SetTObject(0);
VECTOR3 position = {0};
position.x = float(monster.GetFiniteStateMachine().GetMemory().GetVariable(
"__runaway_x__"));
position.z = float(monster.GetFiniteStateMachine().GetMemory().GetVariable(
"__runaway_z__"));
monster.OnMove(
&position);
stateParamter.nextTime = gCurTime + CCharMove::GetMoveEstimateTime(&monster) + 1000;
break;
}
case eSEVENT_Process:
{
if(gCurTime > stateParamter.nextTime)
{
SetState(
&monster,
eMA_STAND);
break;
}
break;
}
}
}
示例4: DoWalkAround
void CStateMachinen::DoWalkAround(CMonster& monster, eStateEvent evt)
{
const BASE_MONSTER_LIST& baseMonsterList = monster.GetSMonsterList();
StateParameter& stateParamter = monster.mStateParamter;
if( monster.GetAbnormalStatus()->IsStun ||
monster.GetAbnormalStatus()->IsFreezing ||
monster.GetAbnormalStatus()->IsStone ||
monster.GetAbnormalStatus()->IsSlip ||
monster.GetAbnormalStatus()->IsMoveStop ||
monster.GetAbnormalStatus()->IsParalysis )
{
SetState(
&monster,
eMA_STAND);
return;
}
switch(evt)
{
case eSEVENT_Enter:
{
// 소유주가 있을 경우 그 중심으로 행동한다
if(CObject* const ownerObject = g_pUserTable->FindUser(monster.GetOwnerIndex()))
{
if(ownerObject->GetObjectBattleState())
{
SetState(
&monster,
eMA_STAND);
break;
}
VECTOR3 ownerPosition = {0};
ownerObject->GetPosition(
&ownerPosition);
const float distance = ownerObject->GetRadius() * 3;
VECTOR3 monsterPosition = {0};
monster.GetPosition(
&monsterPosition);
if(distance > CalcDistanceXZ(&ownerPosition, &monsterPosition))
{
SetState(
&monster,
eMA_STAND);
break;
}
const float randomRateX = float(rand()) / RAND_MAX;
const float randomRateZ = float(rand()) / RAND_MAX;
const float randomAxisX = (randomRateX < 0.5f ? -1.0f : 1.0f) * (ownerObject->GetRadius() * (1.0f + randomRateX));
const float randomAxisZ = (randomRateZ < 0.5f ? -1.0f : 1.0f) * (ownerObject->GetRadius() * (1.0f + randomRateZ));
monster.GetFiniteStateMachine().GetMemory().SetVariable(
"__move_x__",
int(ownerPosition.x + randomAxisX));
monster.GetFiniteStateMachine().GetMemory().SetVariable(
"__move_z__",
int(ownerPosition.z + randomAxisZ));
SetState(
&monster,
eMA_SCRIPT_RUN);
// 이렇게 하지 않으면 eSEVENT_Process 루틴으로 들어가서 상태를 바꿔버린다
stateParamter.nextTime = gCurTime + 500;
break;
}
monster.SetTObject(0);
monster.DoWalkAround();
stateParamter.nextTime = gCurTime + CCharMove::GetMoveEstimateTime(&monster);
break;
}
case eSEVENT_Process:
{
if( stateParamter.nextTime > gCurTime )
{
break;
}
Mon_SpeechState speechState = eMon_Speech_MAX;
const int rate = rand() % 100;
if(0 <= rate && rate < baseMonsterList.StandRate )
{
SetState(
&monster,
eMA_STAND);
speechState = eMon_Speech_Stand;
}
else
{
SetState(
&monster,
eMA_WALKAROUND);
//.........这里部分代码省略.........