本文整理汇总了C#中ActionState.AddStartBehaviour方法的典型用法代码示例。如果您正苦于以下问题:C# ActionState.AddStartBehaviour方法的具体用法?C# ActionState.AddStartBehaviour怎么用?C# ActionState.AddStartBehaviour使用的例子?那么恭喜您, 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ActionState
的用法示例。
在下文中一共展示了ActionState.AddStartBehaviour方法的5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: BuildCharge
private StateWrapper BuildCharge()
{
StateWrapper stateWrapper = new StateWrapper();
FSMState state = new ActionState(this.chargeStateName);
state.WithDefaultBehaviours(this.gameObject);
if (this.animationBehaviour != null) {
state.AddStartBehaviour(this.animationBehaviour);
}
state.AddStartBehaviour(new SetAnimationSpeedBehaviour(this.gameObject, 0f));
state.AddStartBehaviour(new SetVariableBehaviour(this.gameObject, this.chargeVariable, this.initialChargeMultiplier));
foreach (FSMBehaviour behaviour in this.customStartBehaviours) {
state.AddStartBehaviour(behaviour);
}
state.AddUpdateBehaviour(new ChargeBehaviour(this.gameObject, this.chargeVariable, this.maxChargeMultiplier, this.maxChargeSeconds));
state.AddExitBehaviour(new SetAnimationSpeedBehaviour(this.gameObject, 1f));
stateWrapper.state = state;
FSMTransition transition = null;
foreach (string startingState in this.startingStates) {
transition = new FSMTransition(startingState, this.chargeStateName);
transition.AddConditions(
new VarConditionsBuilder()
.IgnoringInputs().IgnoringAttributes().IgnoringDirections().IgnoringPositions().IgnoringFlags().IgnoringCombat()
.WithVar(CharVars.FromInputMode(this.input), new InputCondition(CharVars.FromInputMode(this.input).ToS(), Operators.EQUAL, InputModes.PRESS, InputModes.DOUBLE_TAP))
.Build()
);
stateWrapper.transitions.Add(transition);
}
return stateWrapper;
}
示例2: BuildPursuit
private StateWrapper BuildPursuit()
{
StateWrapper stateWrapper = new StateWrapper();
FSMState state = new ActionState(this.stateName);
state.WithDefaultBehaviours(this.gameObject);
if (this.animationBehaviour != null) {
state.AddStartBehaviour(this.animationBehaviour);
}
state.AddStartBehaviour(new VariableCalculatorBehaviour(this.gameObject, CharVars.SPEED_MULTIPLIER.ToS()).Add(this.speedIncrease));
if (this.counterVariable != null) {
state.AddStartBehaviour(new VariableCalculatorBehaviour(this.gameObject, this.counterVariable.ToS()).Add(1));
}
state.AddStartBehaviour(new SetVariableBehaviour(this.gameObject, CharVars.IGNORE_DRAG.ToS(), true));
foreach (FSMBehaviour behaviour in this.customStartBehaviours) {
state.AddStartBehaviour(behaviour);
}
foreach (FSMBehaviour behaviour in this.customUpdateBehaviours) {
state.AddUpdateBehaviour(behaviour);
}
MoveTowardsBehaviour moveTowardsBehaviour = BehavioursBuilder.BuildMoveTowards(this.gameObject, true, true);
if (this.target != null) {
moveTowardsBehaviour = moveTowardsBehaviour.WithTarget(this.target);
}
if (this.targetVariable != null) {
moveTowardsBehaviour = moveTowardsBehaviour.WithTargetVariable(this.targetVariable);
}
state.AddUpdateBehaviour(moveTowardsBehaviour);
state.AddUpdateBehaviour(BehavioursBuilder.BuildKeepInsideBounds(this.gameObject, true, true));
foreach (ComboWrapper combo in this.combos.Values) {
SetVariableBehaviour behaviour = new SetVariableBehaviour(this.gameObject, CharVars.COMBO_VARIANT.ToS(), combo.variant);
foreach (ICondition condition in combo.conditions) {
behaviour = behaviour.WithCondition(condition);
}
state.AddUpdateBehaviour(behaviour);
}
state.AddExitBehaviour(new VariableCalculatorBehaviour(this.gameObject, CharVars.SPEED_MULTIPLIER.ToS()).Subtract(this.speedIncrease));
state.AddExitBehaviour(new SetVariableBehaviour(this.gameObject, CharVars.IGNORE_DRAG.ToS(), false));
foreach (FSMBehaviour behaviour in this.customExitBehaviours) {
state.AddExitBehaviour(behaviour);
}
stateWrapper.state = state;
//TRANSITIONS
FSMTransition transition = null;
foreach (string startingState in this.startingStates) {
transition = new FSMTransition(startingState, this.stateName);
VarConditionsBuilder builder = new VarConditionsBuilder()
.IgnoringInputs().IgnoringAttributes().IgnoringDirections().IgnoringPositions().IgnoringFlags().IgnoringCombat()
.WithVar(CharVars.FromInputMode(this.input), new InputCondition(CharVars.FromInputMode(this.input).ToS(), Operators.EQUAL, InputModes.PRESS, InputModes.DOUBLE_TAP))
.WithVar(CharVars.TARGET, new ObjectCondition(this.targetVariable));
if (this.counterVariable != null) {
builder = builder.WithVar(this.counterVariable, new IntCondition(this.counterVariable.ToS(), Operators.LESS_THAN, this.maxPursuits));
}
transition.AddConditions(builder.Build());
stateWrapper.transitions.Add(transition);
}
//RETURN
foreach (string animationName in this.animationNames) {
foreach (ComboWrapper combo in this.combos.Values) {
transition = new FSMTransition(this.stateName, combo.toState);
transition.AddCondition(new AnimationEndCondition(this.gameObject.GetComponent<Animator>(), animationName));
transition.AddConditions(
new VarConditionsBuilder()
.IgnoringInputs().IgnoringAttributes().IgnoringDirections().IgnoringPositions().IgnoringFlags().IgnoringCombat()
.WithVar(CharVars.COMBO_VARIANT, new IntCondition(CharVars.COMBO_VARIANT.ToS(), Operators.EQUAL, combo.variant))
.Build()
);
stateWrapper.transitions.Add(transition);
}
}
transition = new FSMTransition(this.stateName, CharStates.FALL.ToS());
transition.AddCondition(new TimeCondition(this.timeout));
transition.AddConditions(
new VarConditionsBuilder()
.IgnoringInputs().IgnoringAttributes().IgnoringDirections().IgnoringPositions().IgnoringFlags().IgnoringCombat()
.WithVar(CharVars.IS_FLYING, new BoolCondition(CharVars.IS_FLYING.ToS(), Operators.EQUAL, false))
.Build()
);
stateWrapper.transitions.Add(transition);
transition = new FSMTransition(this.stateName, CharStates.FLY.ToS());
transition.AddCondition(new TimeCondition(this.timeout));
transition.AddConditions(
new VarConditionsBuilder()
.IgnoringInputs().IgnoringAttributes().IgnoringDirections().IgnoringPositions().IgnoringFlags().IgnoringCombat()
.WithVar(CharVars.IS_FLYING, new BoolCondition(CharVars.IS_FLYING.ToS(), Operators.EQUAL, true))
.Build()
);
stateWrapper.transitions.Add(transition);
return stateWrapper;
}
示例3: BuildTeleport
private StateWrapper BuildTeleport()
{
StateWrapper stateWrapper = new StateWrapper();
FSMState state = new ActionState(this.stateName);
state.WithDefaultBehaviours(this.gameObject);
if (this.animationBehaviour != null) {
state.AddStartBehaviour(this.animationBehaviour);
}
if (this.counterVariable != null) {
state.AddStartBehaviour(new VariableCalculatorBehaviour(this.gameObject, this.counterVariable.ToS()).Add(1));
}
if (this.flip && this.waitStateName == null) {
state.AddStartBehaviour(BehavioursBuilder.BuildFlip(this.gameObject, false).Invert());
}
if (this.soundStart != null) {
state.AddStartBehaviour(new PlaySoundBehaviour(this.gameObject, this.soundStart).Force());
}
if (this.effectStart != null) {
state.AddStartBehaviour(new InstantiateBehaviour(this.gameObject, this.effectStart));
}
foreach (FSMBehaviour behaviour in this.customStartBehaviours) {
state.AddStartBehaviour(behaviour);
}
if (this.soundUpdate != null) {
state.AddUpdateBehaviour(new PlaySoundBehaviour(this.gameObject, this.soundUpdate));
state.AddExitBehaviour(new StopSoundBehaviour(this.gameObject, this.soundUpdate));
}
if (this.effectUpdate != null) {
state.AddUpdateBehaviour(new InstantiateBehaviour(this.gameObject, this.effectUpdate));
}
foreach (FSMBehaviour behaviour in this.customUpdateBehaviours) {
state.AddUpdateBehaviour(behaviour);
}
state.AddUpdateBehaviour(BehavioursBuilder.BuildKeepInsideBounds(this.gameObject, true, true));
if (this.waitStateName == null) {
foreach (ComboWrapper combo in this.combos.Values) {
SetVariableBehaviour behaviour = new SetVariableBehaviour(this.gameObject, CharVars.COMBO_VARIANT.ToS(), combo.variant);
foreach (ICondition condition in combo.conditions) {
behaviour = behaviour.WithCondition(condition);
}
state.AddUpdateBehaviour(behaviour);
}
}
TeleportToBehaviour teleportToBehaviour = new TeleportToBehaviour(this.gameObject, this.obstacles).TeleportAhead(this.distance);
if (this.target != null) {
teleportToBehaviour = teleportToBehaviour.WithTarget(this.target);
}
if (this.targetVariable != null) {
teleportToBehaviour = teleportToBehaviour.WithTargetVariable(this.targetVariable);
}
state.AddExitBehaviour(teleportToBehaviour);
foreach (FSMBehaviour behaviour in this.customExitBehaviours) {
state.AddExitBehaviour(behaviour);
}
if (this.soundExit != null) {
state.AddExitBehaviour(new PlaySoundBehaviour(this.gameObject, this.soundExit).Force());
}
if (this.effectExit != null) {
state.AddExitBehaviour(new InstantiateBehaviour(this.gameObject, this.effectExit));
}
stateWrapper.state = state;
//TRANSITIONS
FSMTransition transition = null;
foreach (string startingState in this.startingStates) {
transition = new FSMTransition(startingState, this.stateName);
VarConditionsBuilder builder = new VarConditionsBuilder()
.IgnoringInputs().IgnoringAttributes().IgnoringDirections().IgnoringPositions().IgnoringFlags().IgnoringCombat()
.WithVar(CharVars.FromInputMode(this.input), new InputCondition(CharVars.FromInputMode(this.input).ToS(), Operators.EQUAL, InputModes.PRESS, InputModes.DOUBLE_TAP))
.WithVar(CharVars.TARGET, new ObjectCondition(this.targetVariable));
if (this.counterVariable != null) {
builder = builder.WithVar(this.counterVariable, new IntCondition(this.counterVariable.ToS(), Operators.LESS_THAN, this.maxTeleports));
}
transition.AddConditions(builder.Build());
stateWrapper.transitions.Add(transition);
}
//RETURN
if (this.waitStateName == null) {
foreach (string animationName in this.animationNames) {
foreach (ComboWrapper combo in this.combos.Values) {
transition = new FSMTransition(this.stateName, combo.toState);
transition.AddCondition(new AnimationEndCondition(this.gameObject.GetComponent<Animator>(), animationName));
transition.AddConditions(
new VarConditionsBuilder()
.IgnoringInputs().IgnoringAttributes().IgnoringDirections().IgnoringPositions().IgnoringFlags().IgnoringCombat()
.WithVar(CharVars.COMBO_VARIANT, new IntCondition(CharVars.COMBO_VARIANT.ToS(), Operators.EQUAL, combo.variant))
.Build()
);
stateWrapper.transitions.Add(transition);
}
}
transition = new FSMTransition(this.stateName, CharStates.FALL.ToS());
transition.AddCondition(new TimeCondition(this.timeout));
transition.AddConditions(
new VarConditionsBuilder()
.IgnoringInputs().IgnoringAttributes().IgnoringDirections().IgnoringPositions().IgnoringFlags().IgnoringCombat()
.WithVar(CharVars.IS_FLYING, new BoolCondition(CharVars.IS_FLYING.ToS(), Operators.EQUAL, false))
.Build()
);
stateWrapper.transitions.Add(transition);
transition = new FSMTransition(this.stateName, CharStates.FLY.ToS());
//.........这里部分代码省略.........
示例4: BuildWait
private StateWrapper BuildWait()
{
StateWrapper stateWrapper = new StateWrapper();
FSMState state = new ActionState(this.waitStateName);
state.WithDefaultBehaviours(this.gameObject);
if (this.waitAnimationBehaviour != null) {
state.AddStartBehaviour(this.waitAnimationBehaviour);
}
state.AddStartBehaviour(new StopMovementBehaviour(this.gameObject).WithXAxis().WithYAxis());
state.AddStartBehaviour(new IgnoreGravityBehaviour(this.gameObject));
state.AddStartBehaviour(new SetVariableBehaviour(this.gameObject, CharVars.IGNORE_DRAG.ToS(), false));
if (this.flip) {
state.AddStartBehaviour(BehavioursBuilder.BuildFlip(this.gameObject, false).Invert());
}
foreach (FSMBehaviour behaviour in this.customStartBehaviours) {
state.AddStartBehaviour(behaviour);
}
foreach (FSMBehaviour behaviour in this.customUpdateBehaviours) {
state.AddUpdateBehaviour(behaviour);
}
state.AddUpdateBehaviour(BehavioursBuilder.BuildKeepInsideBounds(this.gameObject, true, true));
foreach (ComboWrapper combo in this.combos.Values) {
SetVariableBehaviour behaviour = new SetVariableBehaviour(this.gameObject, CharVars.COMBO_VARIANT.ToS(), combo.variant);
foreach (ICondition condition in combo.conditions) {
behaviour = behaviour.WithCondition(condition);
}
state.AddUpdateBehaviour(behaviour);
}
state.AddExitBehaviour(new RestoreGravityBehaviour(this.gameObject, CharVars.ORIGINAL_GRAVITY_SCALE.ToS()));
foreach (FSMBehaviour behaviour in this.customExitBehaviours) {
state.AddExitBehaviour(behaviour);
}
stateWrapper.state = state;
//TRANSITIONS
FSMTransition transition = null;
foreach (string animationName in this.animationNames) {
transition = new FSMTransition(this.stateName, this.waitStateName);
transition.AddCondition(new AnimationEndCondition(this.gameObject.GetComponent<Animator>(), animationName));
stateWrapper.transitions.Add(transition);
}
//RETURN
foreach (ComboWrapper combo in this.combos.Values) {
transition = new FSMTransition(this.waitStateName, combo.toState);
transition.AddConditions(
new VarConditionsBuilder()
.IgnoringInputs().IgnoringAttributes().IgnoringDirections().IgnoringPositions().IgnoringFlags().IgnoringCombat()
.WithVar(CharVars.COMBO_VARIANT, new IntCondition(CharVars.COMBO_VARIANT.ToS(), Operators.EQUAL, combo.variant))
.Build()
);
stateWrapper.transitions.Add(transition);
}
transition = new FSMTransition(this.waitStateName, CharStates.FALL.ToS());
transition.AddCondition(new TimeCondition(this.timeout));
transition.AddConditions(
new VarConditionsBuilder()
.IgnoringInputs().IgnoringAttributes().IgnoringDirections().IgnoringPositions().IgnoringFlags().IgnoringCombat()
.WithVar(CharVars.IS_FLYING, new BoolCondition(CharVars.IS_FLYING.ToS(), Operators.EQUAL, false))
.Build()
);
stateWrapper.transitions.Add(transition);
transition = new FSMTransition(this.waitStateName, CharStates.FLY.ToS());
transition.AddCondition(new TimeCondition(this.timeout));
transition.AddConditions(
new VarConditionsBuilder()
.IgnoringInputs().IgnoringAttributes().IgnoringDirections().IgnoringPositions().IgnoringFlags().IgnoringCombat()
.WithVar(CharVars.IS_FLYING, new BoolCondition(CharVars.IS_FLYING.ToS(), Operators.EQUAL, true))
.Build()
);
stateWrapper.transitions.Add(transition);
return stateWrapper;
}
示例5: BuildAttack
private StateWrapper BuildAttack()
{
StateWrapper stateWrapper = new StateWrapper();
FSMState state = new ActionState(this.stateName);
state.WithDefaultBehaviours(this.gameObject);
if (this.animationBehaviour != null) {
state.AddStartBehaviour(this.animationBehaviour);
}
state.AddStartBehaviour(new SetVariableBehaviour(this.gameObject, CharVars.ATTACK_EFFECT.ToS(), (int) AttackEffects.NONE));
if (this.stepForce != 0) {
state.AddStartBehaviour(
new ApplyForceBehaviour(this.gameObject)
.WithDirection(new Vector2(1f, 0f))
.WithForce(this.stepForce)
.WithRelativeXDirection(CharVars.FACING_DIRECTION.ToS(), false)
);
}
foreach (ComboWrapper combo in this.combos.Values) {
SetVariableBehaviour behaviour = new SetVariableBehaviour(this.gameObject, CharVars.COMBO_VARIANT.ToS(), combo.variant);
foreach (ICondition condition in combo.conditions) {
behaviour = behaviour.WithCondition(condition);
}
state.AddUpdateBehaviour(behaviour);
}
foreach (FSMBehaviour behaviour in this.customStartBehaviours) {
state.AddStartBehaviour(behaviour);
}
foreach (FSMBehaviour behaviour in this.customUpdateBehaviours) {
state.AddUpdateBehaviour(behaviour);
}
foreach (FSMBehaviour behaviour in this.customExitBehaviours) {
state.AddExitBehaviour(behaviour);
}
stateWrapper.state = state;
FSMTransition transition = null;
foreach (string startingState in this.startingStates) {
transition = new FSMTransition(startingState, this.stateName);
VarConditionsBuilder conditions = new VarConditionsBuilder()
.IgnoringInputs().IgnoringAttributes().IgnoringDirections().IgnoringPositions().IgnoringFlags().IgnoringCombat();
if (this.fromCharge) {
conditions.WithVar(CharVars.FromInputMode(this.input), new InputCondition(CharVars.FromInputMode(this.input).ToS(), Operators.EQUAL, InputModes.RELEASE, InputModes.NONE));
} else {
conditions.WithVar(CharVars.FromInputMode(this.input), new InputCondition(CharVars.FromInputMode(this.input).ToS(), Operators.EQUAL, InputModes.PRESS, InputModes.DOUBLE_TAP));
}
foreach (CharVar charVar in this.customTransitions.Keys) {
conditions.WithVar(charVar, this.customTransitions[charVar]);
}
transition.AddConditions(conditions.Build());
stateWrapper.transitions.Add(transition);
}
// // RETURN
foreach (string animationName in this.animationNames) {
foreach (ComboWrapper combo in this.combos.Values) {
transition = new FSMTransition(this.stateName, combo.toState);
transition.AddCondition(new AnimationEndCondition(this.gameObject.GetComponent<Animator>(), animationName));
transition.AddConditions(
new VarConditionsBuilder()
.IgnoringInputs().IgnoringAttributes().IgnoringDirections().IgnoringPositions().IgnoringFlags().IgnoringCombat()
.WithVar(CharVars.COMBO_VARIANT, new IntCondition(CharVars.COMBO_VARIANT.ToS(), Operators.EQUAL, combo.variant))
.Build()
);
stateWrapper.transitions.Add(transition);
}
transition = new FSMTransition(this.stateName, CharStates.IDLE.ToS());
transition.AddCondition(new AnimationEndCondition(this.gameObject.GetComponent<Animator>(), animationName));
transition.AddConditions(
new VarConditionsBuilder()
.IgnoringInputs().IgnoringAttributes().IgnoringDirections().IgnoringPositions().IgnoringFlags().IgnoringCombat()
.WithVar(CharVars.IS_FLYING, new BoolCondition(CharVars.IS_FLYING.ToS(), Operators.EQUAL, false))
.Build()
);
stateWrapper.transitions.Add(transition);
transition = new FSMTransition(this.stateName, CharStates.FLY.ToS());
transition.AddCondition(new AnimationEndCondition(this.gameObject.GetComponent<Animator>(), animationName));
transition.AddConditions(
new VarConditionsBuilder()
.IgnoringInputs().IgnoringAttributes().IgnoringDirections().IgnoringPositions().IgnoringFlags().IgnoringCombat()
.WithVar(CharVars.IS_FLYING, new BoolCondition(CharVars.IS_FLYING.ToS(), Operators.EQUAL, true))
.Build()
);
stateWrapper.transitions.Add(transition);
}
return stateWrapper;
}