本文整理汇总了C#中FSM类的典型用法代码示例。如果您正苦于以下问题:C# FSM类的具体用法?C# FSM怎么用?C# FSM使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
FSM类属于命名空间,在下文中一共展示了FSM类的15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: MenuInGame2
public MenuInGame2(FSM parentFsm, UIManager2 panel1, UIManager2 panel2)
: base(parentFsm, panel1, panel2, "MenuInGame2.fsm")
{
InitUI();
int stageCode = (int)parentFsm.Variables["stageId"];
}
示例2: UncontrolledFall
public UncontrolledFall(FSM fsm)
: base(fsm)
{
// Add Transitions.
this.gravity = Hero.Gravity;
this.maxSpeed = 0.0f;
}
示例3: InitCommendSlots
public void InitCommendSlots(FSM targetFsm, HeroCharacter heroCharacter)
{
itemSlotDisplay.Init(targetFsm, heroCharacter);
/*
skillDisplay.Init(targetFsm, heroCharacter);
*/
}
示例4: Inizializza
public void Inizializza(FSM oggetto)
{
MioCervello = oggetto;
if (!MioCervello.DatiPersonaggio.Giocabile)
elencoPercorsiDisponibili = Statici.databaseInizialePercorsi.trovaPercorsiDaPersonaggio(MioCervello.DatiPersonaggio.miaClasse);
if (elencoPercorsiDisponibili.Count > 0)
MioCervello.IndexPercorso = elencoPercorsiDisponibili[Random.Range(0, elencoPercorsiDisponibili.Count)]; //per ora gli assegno percorso casuale...da sistemare e completare
// foreach (int elem in elencoPercorsiDisponibili)
// Debug.Log("classe" + MioCervello.DatiPersonaggio.miaClasse + " idx " + elem);
// Debug.Log("percorso scelto " + MioCervello.IndexPercorso);
/*
if (GameManager.dizionarioPercorsi.ContainsKey(MioCervello.gameObject.tag))
MioCervello.IndexPercorso = GameManager.dizionarioPercorsi[MioCervello.gameObject.tag];
*/
//-Vedere se meglio con impostazione nostra di indiceDestionazioni oppure fare in modo che a ogni chiamata al Gestore PErcorso si incrementa da solo
if (MioCervello.IndexPercorso < 0) //
{
Debug.LogError("Ue' picio.......Non hai stato assegnato nessun percorso..quindi se ne sta fermo in attesa di Input");
return;
}
Percorso = Statici.padreGestore[MioCervello.IndexPercorso];
indiceDestinazioni = -1; //per convenzione ho assegnato il valore -1 per default (percorso no assegnato)
}
示例5: Awake
void Awake()
{
_fsm = new FSM<GameStates>();
AddStates();
AddTransitons();
_instance = this;
}
示例6: Start
// Use this for initialization
public override void Start()
{
StateMachine = new FSM<EnemyChaserCloneScript> ( this, MoveToPlayer.Instance );
anim = GetComponent<Animator>();
if (!player) AssignPlayer();
WaveSystem.EnemiesRemaining++;
// Set initial stats (should overide by applying an upgrade)
if (!HasBeenUpgraded)
{
Health = 1;
Velocity = 1;
Damage = 1;
AttackRate = 5;
Experience = 1;
}
// Movement
IsMoving = true;
TurnVelocity = 5f;
// Attack
IsAttacking = false;
AttackDistance = 2;
NextAttack = AttackRate;
//Knockback
Force = 50f;
mass = 20;
//misc
renderer.material.color = Color.green;
}
示例7: Awake
void Awake()
{
_fsm = new FSM<CSTATES>();
AddStates();
AddTransitions();
Instance = this;
}
示例8: AddUI
public UIBase AddUI(string path, FSM fsm)
{
Assert.IsTrue(!string.IsNullOrEmpty(path));
path = path.Trim();
GameObject child = RecycleManager.Instance.Instantiate(path);
if (child != null)
{
Vector3 tempPos = child.transform.position;
child.transform.parent = panel.transform;
child.transform.localScale = Vector3.one;
child.transform.localPosition = tempPos;
foreach (var entity in child.GetComponentsInChildren<UIButtonMessage>(true))
{
entity.fsm = fsm;
}
UIBase ret = child.GetComponent<UIBase>();
if (ret == null)
{
ret = child.AddComponent<UIBase>();
}
ret.Init(path, fsm, this);
handles.Add(path, ret);
return ret;
}
return null;
}
示例9: BossAlertTrigger
public BossAlertTrigger(FSM parentFsm)
: base(OverlapEventType.Trigger, 1, 1, WorldAnchor.BottomLeft)
{
Assert.IsTrue(parentFsm != null);
this.parentFsm = parentFsm;
}
示例10: LockObstacle
public LockObstacle(ObjectField objectField, ObjectStage objectStage, ItemDropManager itemDropManager, FSM parentFsm)
: base(objectField, objectStage, itemDropManager, parentFsm)
{
objectLockObstacle = TableLoader.GetTable<ObjectLockObstacle>().Get(objectStage.ObjectID);
int lockCount = objectLockObstacle.LockCount;
this.name = StringTableLoader.Instance.Get(objectField.ObjectName);
InitStatus<LockStatus>(
new object[] { LockStatus.Lock, 0, lockCount, lockCount }
);
RegisterDeathCondition(
delegate(Status current)
{
return current.Get(LockStatus.Lock) == 0;
}
);
AddAction(Action.E_Type.Unlock,
delegate(float value, GameInstance firer, string[] param)
{
FSMEvent("damage");
return new ActionHandler.Result(LockStatus.Lock, -value);
}
);
AddAction(Action.E_Type.Attack,
delegate(float value, GameInstance firer, string[] param)
{
FSMEvent("damage");
return new ActionHandler.Result(LockStatus.Lock, -1);
}
);
}
示例11: HeroState
public HeroState(FSM fsm)
: base(fsm)
{
Hero = (HeroMotion)fsm;
animator = gameObject.GetComponent<Animator>();
InputManager = gameObject.GetComponent<InputManager>();
}
示例12: JumpFall
public JumpFall(FSM fsm)
: base(fsm)
{
AddTransition<WallRun>(CanWallRun);
this.gravity = Hero.JumpGravity;
this.maxSpeed = Hero.MaxAirSpeed;
}
示例13: Inizializza
public void Inizializza(FSM oggetto)
{
Cervello = oggetto;
agente = Cervello.GetComponent<NavMeshAgent>();
PersonaggioDaInseguire = GameObject.FindGameObjectWithTag("Player");
animatore = Cervello.gameObject.GetComponent<Animator>();
}
示例14: MenuInGame
public MenuInGame(FSM parentFsm, UIManager2 panel1, UIManager2 panel2)
: base(parentFsm, panel1, panel2, "MenuInGame.fsm")
{
timeClient = TimeManager.Instance.Create();
InitUI();
int stageId = (int)parentFsm.Variables["stageId"];
/*
// ddong
if (stageId < 2000)
{
stageId += 2000;
}
*/
InitStage(stageId, out stageEntity, out gameEntity);
Rect fieldArea = UI.GetFieldArea();
field = CreateField(stageEntity, fieldArea, timeClient, fsm);
// ddong
int subClassCode = 11;
int level = 1;
int trainLevel = 1;
this.subClassEntity = TableLoader.GetTable<SubClassEntity>().Get(subClassCode);
ClassLevelEntity levelEntity = TableLoader.GetTable<ClassLevelEntity>().Get(subClassEntity.classCode, level);
TrainLevelEntity trainLevelEntity = TableLoader.GetTable<TrainLevelEntity>().Get(subClassEntity.classCode, trainLevel);
FieldObjectEntity objectField = TableLoader.GetTable<FieldObjectEntity>().Get(subClassEntity.objectCode);
Rect puzzleArea = UI.GetPuzzleArea();
CreatePuzzle(puzzleArea, timeClient, subClassCode, out puzzleRecord, out puzzlePanel);
user = CreateUser(stageEntity, UI, fsm);
heroCharacter = CreateCharacter(objectField, levelEntity, trainLevelEntity, subClassEntity, user, puzzlePanel, itemDropManager, UI.AddBuffIcon, UI.RemoveBuffIcon, fsm);
itemDropManager = new ConsumableSpawn(stageEntity.gameModeCode, levelEntity.consumableTier);
Func<float> getLifeDrainRate = (() => gameEntity.defaultHP);
new PlayerCharacter(user, heroCharacter, getLifeDrainRate, fsm);
/*
heroCharacter.Status.RegisterOnChangeEvent(HeroCharacter.Character.HP, OnCharacterHPChanged);
heroCharacter.Status.RegisterOnChangeEvent(HeroCharacter.Character.HP, UI.ChangeHP);
heroCharacter.Status.RegisterOnChangeEvent(HeroCharacter.Character.MP, UI.ChangeMana);
heroCharacter.Status.RegisterOnChangeEvent(HeroCharacter.Character.Armor, UI.ChangeShield);
*/
UI.InitCommendSlots(fsm, heroCharacter);
field.AddPlayerCharacter(heroCharacter);
field.FocusOnForced(heroCharacter, 0);
puzzlePanel.SetQueue(user.commandQueue);
var screenPosTable = TableLoader.GetTable<ScreenPositionEntity2>();
var hpToPos = screenPosTable.Values.Select(x => new KeyValuePair<float, float>(x.hp, x.screenPos));
convertHPRatioToScreenPos = new RangeConvertor(hpToPos).Convert;
SetFocusTarget(heroCharacter);
}
示例15: getState
public GDGeek.State getState(FSM fsm)
{
if(state_ == null){
state_ = create(fsm);
}
return state_;
}