本文整理汇总了C#中FiniteStateMachine.SetStateEntery方法的典型用法代码示例。如果您正苦于以下问题:C# FiniteStateMachine.SetStateEntery方法的具体用法?C# FiniteStateMachine.SetStateEntery怎么用?C# FiniteStateMachine.SetStateEntery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FiniteStateMachine
的用法示例。
在下文中一共展示了FiniteStateMachine.SetStateEntery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 virtual 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.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.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.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.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.Dead, OnDeadEnter );
fsm.SetStatePermit( FiniteStateMachine.States.Dead, FiniteStateMachine.Events.Dead, FiniteStateMachine.States.Dead );
fsm.CallEvent( FiniteStateMachine.Events.Start );
}