本文整理汇总了C#中FSM.SetParamValue方法的典型用法代码示例。如果您正苦于以下问题:C# FSM.SetParamValue方法的具体用法?C# FSM.SetParamValue怎么用?C# FSM.SetParamValue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FSM
的用法示例。
在下文中一共展示了FSM.SetParamValue方法的3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: DummyFsmUpdate
static void DummyFsmUpdate(FSM fsm)
{
//const int updatePerMs = (int)(1f / 60f * 1000);
const int updatePerMs = (int)(1000);
bool speedAdding = true;
bool gravityAdding = false;
bool hpAdding = false;
int perNumGravityEnabled = 5;
int gravityNum = 0;
// var task = Task.Factory.StartNew((Action)(() =>
// while (true)
// {
fsm.Update();
var speed = fsm.GetParamValue<int>(P_SPEED);
var hp = fsm.GetParamValue<int>(P_HP);
var gravity = fsm.GetParamValue<int>(P_GRAVITY);
if (hp <= -5) hpAdding = true;
else if (hp > 100) hpAdding = false;
hp += (hpAdding ? 4 : -4);
fsm.SetParamValue(P_HP, hp); // minus 10 hp per frame, to dead when hp less and equals 0
if (hp > 0) // is alive, then to do somthing...
{
if (speed <= 0) speedAdding = true;
else if (speed > 20) speedAdding = false;
fsm.SetParamValue(P_SPEED, (speed + (speedAdding ? 1 : -1))); // to run when speed greater and equals 10, back to idle when speed less than 10
if (gravity <= -10) gravityAdding = true;
else if (gravity > 10) gravityAdding = false;
fsm.SetParamValue(P_GRAVITY, (gravity + (gravityAdding ? 1 : -1))); // to fly when gravity less and equals 0
gravityNum += 1;
if (gravityNum % perNumGravityEnabled == 0)
{
fsm.SetParamValue(P_GRAVITY_ENABLED, !fsm.GetParamValue<bool>(P_GRAVITY_ENABLED));
}
}
// Thread.Sleep(updatePerMs);
// }
}
示例2: EnterState
public override void EnterState(FSM fsm)
{
Debug.Log(string.Format("->Enter State : {0}", Name));
Debug.Log(string.Format("Oh~~ Shit!!! NO! NO! NO!"));
// enter dead state, initialize params
fsm.SetParamValue(TestFSM.P_SPEED, (int)0);
fsm.SetParamValue(TestFSM.P_GRAVITY, (int)10);
}
示例3: checkLife
public bool checkLife(FSM fsm)
{
float curHP = m_unit.getCurProperty((int)GlobalDef.NewHeroProperty.PRO_LIFEPOINT);
float maxHP = m_unit.getProperty((int)GlobalDef.NewHeroProperty.PRO_LIFEPOINT);
float percent = curHP / maxHP;
//检测逃跑
for(int i = 0; i < hpPercentRunaway.Length; i++)
{
if(percent <= hpPercentRunaway[i] && canRunaway[i] == true)
{
canRunaway[i] = false;
fsm.SetParamValue(AI_Define.P_STATE, (int)AI_Define.AI_State.S_RUN_AWAY);
return true;
}
}
//检测翻滚
int energy = (int)m_unit.getCurProperty ((int)GlobalDef.NewHeroProperty.PRO_MOVEPOWER);
for(int i = 0; i < hpPercent.Length; i++)
{
if(percent < hpPercent[i] && canRoll[i] && energy > 0)
{
canRoll[i] = false;
fsm.SetParamValue(AI_Define.P_STATE, (int)AI_Define.AI_State.S_ROLLINGBACK);
return true;
}
}
return false;
}