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C# FSM.AddState方法代码示例

本文整理汇总了C#中FSM.AddState方法的典型用法代码示例。如果您正苦于以下问题:C# FSM.AddState方法的具体用法?C# FSM.AddState怎么用?C# FSM.AddState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FSM的用法示例。


在下文中一共展示了FSM.AddState方法的14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: ShouldExecuteOnEnterWhenEnteringNextState

        public void ShouldExecuteOnEnterWhenEnteringNextState()
        {
            var exit_here = false;
            var fsm = new FSM<string>();
            fsm.AddState("start_here");
            fsm.AddState("exit_here", input => exit_here = true);
            fsm.AddTransition("start_here", "exit_here", input => true);

            fsm.Step();

            Assert.That(exit_here, Is.True);
        }
开发者ID:neochrome,项目名称:Hatchery,代码行数:12,代码来源:FSMTests.cs

示例2: ShouldExecuteOnExitWhenLeavingCurrentState

        public void ShouldExecuteOnExitWhenLeavingCurrentState()
        {
            var was_here = false;
            var fsm = new FSM<string>();
            fsm.AddState("start_here", null, input => was_here = true);
            fsm.AddState("exit_here");
            fsm.AddTransition("start_here", "exit_here", input => true);

            fsm.Step();

            Assert.That(was_here, Is.True);
        }
开发者ID:neochrome,项目名称:Hatchery,代码行数:12,代码来源:FSMTests.cs

示例3: ShouldEvaluateTransitionCondition

        public void ShouldEvaluateTransitionCondition()
        {
            var conditionEvaluated = false;
            var fsm = new FSM<string>();
            fsm.AddState("initial");
            fsm.AddState("end");
            fsm.AddTransition("initial", "end", input => { conditionEvaluated = true; return false; });

            fsm.Step();

            Assert.That(conditionEvaluated, Is.True);
        }
开发者ID:neochrome,项目名称:Hatchery,代码行数:12,代码来源:FSMTests.cs

示例4: ShouldEvaluateMultipleTransitionsUntilConditionIsMet

        public void ShouldEvaluateMultipleTransitionsUntilConditionIsMet()
        {
            var fsm = new FSM<string>();
            fsm.AddState("one");
            fsm.AddState("two");
            fsm.AddState("three");
            fsm.AddTransition("one", "two", input => false);
            fsm.AddTransition("one", "three", input => true);

            fsm.Step();

            Assert.That(fsm.CurrentState, Is.EqualTo("three"));
        }
开发者ID:neochrome,项目名称:Hatchery,代码行数:13,代码来源:FSMTests.cs

示例5: Form1

 public Form1()
 {
     InitializeComponent();
     phase_label.Text = GameState.init.ToString();
     attack.Enabled = false;
     enemy_attack.Enabled = false;
     GAMEFSM = new FSM<GameState>(GameState.init);
     GAMEFSM.AddState(GameState.init);
     GAMEFSM.AddState(GameState.player);
     GAMEFSM.AddState(GameState.enemy);
     GAMEFSM.AddState(GameState.end);
     GAMEFSM.AddTransition(GameState.init, GameState.player);
     GAMEFSM.AddTransition(GameState.player, GameState.enemy);
     GAMEFSM.AddTransition(GameState.enemy, GameState.player);
     GAMEFSM.AddTransition(GameState.player, GameState.end);
     GAMEFSM.AddTransition(GameState.enemy, GameState.end);
     SuperSave = new SaveGameData();
 }
开发者ID:guygoudeau,项目名称:Homework,代码行数:18,代码来源:Form1.cs

示例6: Start

    // Use this for initialization
    void Start()
    {
        mFSM = new FSM();
        FSM.State state = mFSM.AddState("A");
        state.SetEnterMethod(delegate() { Debug.Log("Enter A " + a); });
        state.SetTickMethod(delegate(float dt) { });
        state.SetExitMethod(delegate() { Debug.Log("Exit A " + a); });

        state = mFSM.AddState("B");
        state.SetEnterMethod(delegate() { Debug.Log("Enter B" + a); });
        state.SetTickMethod(delegate(float dt) { });
        state.SetExitMethod(delegate() { Debug.Log("Exit B " + a); });

        mFSM.addTransition("A", "B", "!(A2B1 & (A2B1 | A2B2)) & !OK");
        mFSM.addTransition("B", "A", "(B2A | B2A)");

        mFSM.Begin();

        InvokeRepeating("Test", 3.0f, 6.0f);
    }
开发者ID:letmefly,项目名称:unity,代码行数:21,代码来源:TestFSM.cs

示例7: Start

    void Start()
    {
        _health = _maxHealth;

        _fsm = new FSM<UnitStates>();
        // Add States for the FSM
        _fsm.AddState(UnitStates.INIT);
        _fsm.AddState(UnitStates.IDLE);
        _fsm.AddState(UnitStates.ATTACK);
        _fsm.AddState(UnitStates.HIT);
        _fsm.AddState(UnitStates.DEAD);
        // Add transistion for the FSM
        _fsm.AddTransition(UnitStates.INIT, UnitStates.IDLE);
        _fsm.AddTransition(UnitStates.IDLE, UnitStates.ATTACK);
        _fsm.AddTransition(UnitStates.ATTACK, UnitStates.IDLE);
        _fsm.AddTransition(UnitStates.IDLE, UnitStates.HIT);
        _fsm.AddTransition(UnitStates.HIT, UnitStates.IDLE);
        _fsm.AddTransition(UnitStates.HIT, UnitStates.DEAD);

        _fsm.Transition(_fsm.state, UnitStates.IDLE);
    }
开发者ID:Zac-King,项目名称:CombatRPG,代码行数:21,代码来源:Player.cs

示例8: ShouldFollowTransitionIfConditionIsMet

        public void ShouldFollowTransitionIfConditionIsMet()
        {
            var fsm = new FSM<string>();
            fsm.AddState("start");
            fsm.AddState("exit");
            fsm.AddTransition("start", "exit", input => true);

            fsm.Step();

            Assert.That(fsm.CurrentState, Is.EqualTo("exit"));
        }
开发者ID:neochrome,项目名称:Hatchery,代码行数:11,代码来源:FSMTests.cs

示例9: ShouldExecuteTransitionAction

        public void ShouldExecuteTransitionAction()
        {
            var action = false;
            var fsm = new FSM<string>();
            fsm.AddState("first");
            fsm.AddState("second");
            fsm.AddTransition("first", "second", input => true, input => action = true);

            fsm.Step();

            Assert.That(action, Is.True);
        }
开发者ID:neochrome,项目名称:Hatchery,代码行数:12,代码来源:FSMTests.cs

示例10: ShouldStartAtFirstState

        public void ShouldStartAtFirstState()
        {
            var fsm = new FSM<string>();
            fsm.AddState("initial");
            fsm.AddState("end");

            Assert.That(fsm.CurrentState, Is.EqualTo("initial"));
        }
开发者ID:neochrome,项目名称:Hatchery,代码行数:8,代码来源:FSMTests.cs

示例11: ShouldNotExecuteOnEnterWhenInInitialState

        public void ShouldNotExecuteOnEnterWhenInInitialState()
        {
            var fsm = new FSM<string>();
            var onEnter = false;
            fsm.AddState("initial", input => onEnter = true);

            fsm.Step();

            Assert.That(onEnter, Is.False);
        }
开发者ID:neochrome,项目名称:Hatchery,代码行数:10,代码来源:FSMTests.cs

示例12: ShouldNotBeFinishedWhenCurrentHasTransitions

 public void ShouldNotBeFinishedWhenCurrentHasTransitions()
 {
     var fsm = new FSM<string>();
     fsm.AddState("one");
     fsm.AddState("two");
     fsm.AddTransition("one", "two", input => true);
     Assert.That(fsm.Finished, Is.False);
 }
开发者ID:neochrome,项目名称:Hatchery,代码行数:8,代码来源:FSMTests.cs

示例13: ShouldBeFinishedWhenCurrentStateHasNoTransitions

 public void ShouldBeFinishedWhenCurrentStateHasNoTransitions()
 {
     var fsm = new FSM<string>();
     fsm.AddState("a state");
     Assert.That(fsm.Finished, Is.True);
 }
开发者ID:neochrome,项目名称:Hatchery,代码行数:6,代码来源:FSMTests.cs

示例14: Start

	// Use this for initialization
	void Start () 
	{
//		Console.ForegroundColor = ConsoleColor.Green;
		
		fsm = new FSM("Jave's FSM");
		
		Debug.Log(string.Format("Start testing :{0}", fsm));
		
		// add event show cur state changed info
		fsm.CurStateChangedEvent += (CurStateChangedEventHandler)((sender) =>
		                                                          {
			Debug.Log(string.Format("state changed, last : {0}, cur : {1}", fsm.LastState, fsm.CurState));
		});
		// add event show params changed info
		fsm.ParamsChangedEvent += (ParamsChangedEventHandler)((sender, paramChangedArgs) =>
		                                                      {
			//Debug.Log(string.Format(
			//    "param:{1}, src:{2}, to: {3}",
			//    fsm, paramChangedArgs.CurValue.Name, paramChangedArgs.LastValue.Value, paramChangedArgs.CurValue.Value));
		});
		
		// add some states
		fsm.AddState(new MyIdle(IDLE));
		fsm.AddState(new MyRun(RUN));
		fsm.AddState(new MyFly(FLY));
		fsm.AddState(new MyDead(DEAD));
		// set any state
		fsm.AnyState = new MyAnyState("any state");
		// set cur state
		fsm.CurState = fsm.GetState(IDLE);
		
		// add some into fsm black board, u can add anythings for every states to calcs
		fsm.Blackboard.AddData("Boss", new Boss());
		
		// add fsm some params
		fsm.AddParam(new ParamFunc(P_GRAVITY_FUNC_1, (FuncParamHandler)(funcArgs => // Param can be a func, handl complex logic
		                                                                {
			return fsm.GetParamValue<int>(P_SPEED) > 15 && fsm.GetParamValue<int>(P_HP) > 0 && fsm.GetParamValue<int>(P_GRAVITY) <= 0;
		})));
		
		fsm.AddParam(new ParamFunc(P_GRAVITY_FUNC_2, (FuncParamHandler)(funcArgs => // Param can be a func, handl complex logic
		                                                                {
			return fsm.GetParamValue<int>(P_SPEED) < 15 && fsm.GetParamValue<int>(P_HP) > 0;
		})));
		
		fsm.AddParam(new ParamValue(P_GRAVITY) { Value = 10 });              // init gravity = 10;
		fsm.AddParam(new ParamBoolean(P_GRAVITY_ENABLED) { Value = true });  // init gravity_enabled = true
		fsm.AddParam(new ParamValue(P_SPEED) { Value = 0 });                 // init speed = 0;
		fsm.AddParam(new ParamValue(P_HP) { Value = 100 });                  // init hp = 100
		
		// idle state add some transition to run
		FSM.TransitionTo(fsm, IDLE, RUN, new List<Condition>() { COND_GE_10_SPEED, COND_ALIVE_HP });
		// run back to idle
		FSM.TransitionTo(fsm, RUN, IDLE, new List<Condition>() { COND_L_10_SPEED, COND_ALIVE_HP });
		// run to fly
		FSM.TransitionTo(fsm, RUN, FLY, new List<Condition>() { COND_GRAVITY_FUNC_1 });
		// back to run
		FSM.TransitionTo(fsm, FLY, RUN, new List<Condition>() { COND_GRAVITY_FUNC_2, COND_E_TRUE_GRAVITY_ENABLE });
		// every state to fly, except dead
		ToFly(fsm, IDLE); ToFly(fsm, RUN);
		// idle, run, fly, and so on, states add some transition to dead state's transitions.
		ToDead(fsm, IDLE); ToDead(fsm, RUN); ToDead(fsm, FLY);
		// dead back to alive(idle)
		FSM.TransitionTo(fsm, DEAD, IDLE, new List<Condition>() { COND_ALIVE_HP });
		
		// dummy fsm update task
//		DummyFsmUpdate(fsm);
		
		Console.ReadLine();
	}
开发者ID:TrojanFighter,项目名称:U3D-DesignerBehaviorTest1,代码行数:71,代码来源:TestFSM.cs


注:本文中的FSM.AddState方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。