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C# FiniteStateMachine.CallEvent方法代码示例

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


在下文中一共展示了FiniteStateMachine.CallEvent方法的1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: InitStateMachine

    public override void InitStateMachine()
    {
        fsm = new FiniteStateMachine();

        fsm.SetStatePermit( FiniteStateMachine.States.Empty, FiniteStateMachine.Events.Start, FiniteStateMachine.States.Idle );

        fsm.SetStateEntery( FiniteStateMachine.States.Path, StartMove );
        fsm.AddStateUpdate( FiniteStateMachine.States.Path, UpdateFindGroundPosition, 0.1f );
        fsm.SetStatePermit( FiniteStateMachine.States.Path, FiniteStateMachine.Events.TargetApproached, FiniteStateMachine.States.Idle );
        fsm.SetStatePermit( FiniteStateMachine.States.Path, FiniteStateMachine.Events.TargetFound, FiniteStateMachine.States.FollowTarget );
        fsm.SetStatePermit( FiniteStateMachine.States.Path, FiniteStateMachine.Events.ActivateSpell, FiniteStateMachine.States.FollowSpellTarget );
        fsm.SetStatePermit( FiniteStateMachine.States.Path, FiniteStateMachine.Events.GoToPosition, FiniteStateMachine.States.Path );
        fsm.SetStatePermit( FiniteStateMachine.States.Path, FiniteStateMachine.Events.Dead, FiniteStateMachine.States.Dead );
        fsm.SetStateExit( FiniteStateMachine.States.Path, StopMoving );

        fsm.SetStateEntery( FiniteStateMachine.States.Idle, StartIdle );
        fsm.AddStateUpdate( FiniteStateMachine.States.Idle, UpdateFindTarget, 0.5f );
        fsm.SetStatePermit( FiniteStateMachine.States.Idle, FiniteStateMachine.Events.GoToPosition, FiniteStateMachine.States.Path );
        fsm.SetStatePermit( FiniteStateMachine.States.Idle, FiniteStateMachine.Events.TargetFound, FiniteStateMachine.States.FollowTarget );
        fsm.SetStatePermit( FiniteStateMachine.States.Idle, FiniteStateMachine.Events.ActivateSpell, FiniteStateMachine.States.FollowSpellTarget );
        fsm.SetStatePermit( FiniteStateMachine.States.Idle, FiniteStateMachine.Events.Dead, FiniteStateMachine.States.Dead );
        fsm.SetStateExit( FiniteStateMachine.States.Idle, StopMoving );

        fsm.SetStateEntery( FiniteStateMachine.States.FollowTarget, StartFollowTarget );
        fsm.AddStateUpdate( FiniteStateMachine.States.FollowTarget, UpdateFindTarget, 0.5f );
        fsm.AddStateUpdate( FiniteStateMachine.States.FollowTarget, UpdateFollowTarget, 0.1f );
        fsm.SetStatePermit( FiniteStateMachine.States.FollowTarget, FiniteStateMachine.Events.GoToPosition, FiniteStateMachine.States.Path );
        fsm.SetStatePermit( FiniteStateMachine.States.FollowTarget, FiniteStateMachine.Events.TargetLost, FiniteStateMachine.States.Idle );
        fsm.SetStatePermit( FiniteStateMachine.States.FollowTarget, FiniteStateMachine.Events.TargetApproached, FiniteStateMachine.States.Action );
        fsm.SetStatePermit( FiniteStateMachine.States.FollowTarget, FiniteStateMachine.Events.ActivateSpell, FiniteStateMachine.States.FollowSpellTarget );
        fsm.SetStatePermit( FiniteStateMachine.States.FollowTarget, FiniteStateMachine.Events.Dead, FiniteStateMachine.States.Dead );
        fsm.SetStateExit( FiniteStateMachine.States.FollowTarget, StopMoving );

        fsm.SetStateEntery( FiniteStateMachine.States.Action, StartAttack );
        fsm.AddStateUpdate( FiniteStateMachine.States.Action, UpdateAttack, 0.1f );
        fsm.SetStatePermit( FiniteStateMachine.States.Action, FiniteStateMachine.Events.GoToPosition, FiniteStateMachine.States.Path );
        fsm.SetStatePermit( FiniteStateMachine.States.Action, FiniteStateMachine.Events.ActivateSpell, FiniteStateMachine.States.FollowSpellTarget );
        fsm.SetStatePermit( FiniteStateMachine.States.Action, FiniteStateMachine.Events.TargetLost, FiniteStateMachine.States.Idle );
        fsm.SetStatePermit( FiniteStateMachine.States.Action, FiniteStateMachine.Events.Dead, FiniteStateMachine.States.Dead );
        fsm.SetStateExit( FiniteStateMachine.States.Action, StopAttack );

        fsm.SetStateEntery( FiniteStateMachine.States.FollowSpellTarget, StartFollowSpellTarget );
        fsm.AddStateUpdate( FiniteStateMachine.States.FollowSpellTarget, UpdateSpellTarget, 0.5f );
        fsm.AddStateUpdate( FiniteStateMachine.States.FollowSpellTarget, UpdateFollowSpellTarget, 0.1f );
        fsm.SetStatePermit( FiniteStateMachine.States.FollowSpellTarget, FiniteStateMachine.Events.GoToPosition, FiniteStateMachine.States.Path );
        fsm.SetStatePermit( FiniteStateMachine.States.FollowSpellTarget, FiniteStateMachine.Events.TargetApproached, FiniteStateMachine.States.UseSpell );
        fsm.SetStatePermit( FiniteStateMachine.States.FollowSpellTarget, FiniteStateMachine.Events.Cancel, FiniteStateMachine.States.Idle );
        fsm.SetStatePermit( FiniteStateMachine.States.FollowSpellTarget, FiniteStateMachine.Events.ActivateSpell, FiniteStateMachine.States.FollowSpellTarget );
        fsm.SetStatePermit( FiniteStateMachine.States.FollowSpellTarget, FiniteStateMachine.Events.Dead, FiniteStateMachine.States.Dead );
        fsm.SetStateExit( FiniteStateMachine.States.FollowSpellTarget, StopSpellFollow );

        fsm.SetStateEntery( FiniteStateMachine.States.UseSpell, ActivateSpell );
        fsm.SetStatePermit( FiniteStateMachine.States.UseSpell, FiniteStateMachine.Events.TargetApproached, FiniteStateMachine.States.Idle );
        fsm.SetStatePermit( FiniteStateMachine.States.UseSpell, FiniteStateMachine.Events.TargetLost, FiniteStateMachine.States.Idle );
        fsm.SetStatePermit( FiniteStateMachine.States.UseSpell, FiniteStateMachine.Events.Dead, FiniteStateMachine.States.Dead );
        fsm.SetStateExit( FiniteStateMachine.States.UseSpell, StopAttack );

        fsm.SetStateEntery( FiniteStateMachine.States.Dead, OnDeadEnter );
        fsm.SetStatePermit( FiniteStateMachine.States.Dead, FiniteStateMachine.Events.Dead, FiniteStateMachine.States.Dead );
        fsm.SetStatePermit( FiniteStateMachine.States.Dead, FiniteStateMachine.Events.Start, FiniteStateMachine.States.Idle );

        fsm.CallEvent( FiniteStateMachine.Events.Start );
    }
开发者ID:Evangelion001,项目名称:CodeExample,代码行数:63,代码来源:HeroBehaviour.cs


注:本文中的FiniteStateMachine.CallEvent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。