本文整理汇总了C#中StateMachine.AddTransition方法的典型用法代码示例。如果您正苦于以下问题:C# StateMachine.AddTransition方法的具体用法?C# StateMachine.AddTransition怎么用?C# StateMachine.AddTransition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类StateMachine
的用法示例。
在下文中一共展示了StateMachine.AddTransition方法的4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: Test1
public void Test1()
{
#region Creating the state machine instance called machine
var machine = new StateMachine<States>();
machine.AddState(States.R);
machine.AddState(States.G);
machine.AddState(States.B);
machine.AddTransition(States.R, States.G);
machine.AddTransition(States.G, States.B);
#endregion
string EnteringCallbackMsg = "", ExitingCallbackMsg = "", TransistionCallback = "";
string TransitingEventMsg = "", TransitedEventMsg = "";
#region Adding callbacks to machine
Action<States> EnteringCallback = (state) => EnteringCallbackMsg = String.Format("Entering state {0}", state);
machine.AddEnterStateCallback(States.R, EnteringCallback.Invoke);
machine.AddEnterStateCallback(States.G, EnteringCallback.Invoke);
machine.AddEnterStateCallback(States.B, EnteringCallback.Invoke);
Action<States> ExitingCallback = (state) => ExitingCallbackMsg = String.Format("Exiting state {0}", state);
machine.AddExitStateCallback(States.R, ExitingCallback.Invoke);
machine.AddExitStateCallback(States.G, ExitingCallback.Invoke);
machine.AddExitStateCallback(States.B, ExitingCallback.Invoke);
Action<States, States> TransitionCallback = (from, to) => TransistionCallback = String.Format("Going from {0} to {1}", from, to);
machine.AddTransitionCallback(States.R, States.G, TransitionCallback.Invoke);
machine.AddTransitionCallback(States.G, States.B, TransitionCallback.Invoke);
#endregion
#region Adding events to machine
machine.Transiting += new EventHandler<TransitingEventArgs<States>>((s, e) => TransitingEventMsg = String.Format("Event Fired: Transiting into state {0}", e.State));
machine.Transited += new EventHandler<TransitedEventArgs<States>>( (s, e) => TransitedEventMsg = String.Format("Event Fired: Transited into state {0}", e.State));
#endregion
#region Testing machine
Assert.AreEqual(machine.CurrentState, null);
machine.GoToState(States.R);
Assert.AreEqual(machine.CurrentState.Name, States.R);
Assert.AreEqual(ExitingCallbackMsg, "");
Assert.AreEqual(TransistionCallback, "");
Assert.AreEqual(EnteringCallbackMsg, "Entering state R");
Assert.AreEqual(TransitingEventMsg, "Event Fired: Transiting into state R");
Assert.AreEqual(TransitedEventMsg, "Event Fired: Transited into state R");
machine.GoToState(States.G);
Assert.AreEqual(machine.CurrentState.Name, States.G);
Assert.AreEqual(ExitingCallbackMsg, "Exiting state R");
Assert.AreEqual(TransistionCallback, "Going from R to G");
Assert.AreEqual(EnteringCallbackMsg, "Entering state G");
Assert.AreEqual(TransitingEventMsg, "Event Fired: Transiting into state G");
Assert.AreEqual(TransitedEventMsg, "Event Fired: Transited into state G");
machine.GoToState(States.B);
Assert.AreEqual(machine.CurrentState.Name, States.B);
Assert.AreEqual(ExitingCallbackMsg, "Exiting state G");
Assert.AreEqual(TransistionCallback, "Going from G to B");
Assert.AreEqual(EnteringCallbackMsg, "Entering state B");
Assert.AreEqual(TransitingEventMsg, "Event Fired: Transiting into state B");
Assert.AreEqual(TransitedEventMsg, "Event Fired: Transited into state B");
#endregion
}
示例2: CreateStateMachine
private void CreateStateMachine()
{
stateMachine = new StateMachine("MainMenu");
ActionState waiting = stateMachine.AddActionState("Waiting", null, null, null);
ActionState onePlayer = stateMachine.AddActionState("OnePlayer", OnPlayer_Enter, null, null);
ActionState twoPlayer = stateMachine.AddActionState("TwoPlayer", TwoPlayer_Enter, null, null);
ActionState puzzle = stateMachine.AddActionState("Puzzle", Puzzle_Enter, null, null);
ActionState stateTutorial = stateMachine.AddActionState("Tutorial", Tutorial_Enter, null, null);
showDifficulty = stateMachine.AddActionState("ShowDifficulty", ShowDifficulty_Enter, null, null);
ActionState backPlayingMode = stateMachine.AddActionState("BackPlayingMode", BackPlayingMode_Enter, null, null);
ActionState easy = stateMachine.AddActionState("Easy", Easy_Enter, null, null);
ActionState normal = stateMachine.AddActionState("Normal", Normal_Enter, null, null);
ActionState difficult = stateMachine.AddActionState("Difficult", Difficult_Enter, null, null);
stateMachine.AddTransition(waiting, onePlayer, IsOnePlayerClicked);
stateMachine.AddTransition(waiting, twoPlayer, IsTwoPlayerClicked);
stateMachine.AddTransition(waiting, puzzle, IsPuzzleClicked);
stateMachine.AddTransition(onePlayer, showDifficulty, () => { return true; });
stateMachine.AddTransition(twoPlayer, showDifficulty, () => { return true; });
stateMachine.AddTransition(puzzle, showDifficulty, () => { return true; });
stateMachine.AddTransition(showDifficulty, easy, IsEasyClicked);
stateMachine.AddTransition(showDifficulty, normal, IsNormalClicked);
stateMachine.AddTransition(showDifficulty, difficult, IsDifficultClicked);
stateMachine.AddTransition(showDifficulty, backPlayingMode, IsBackPressed);
stateMachine.AddTransition(backPlayingMode, waiting, () => { return true; });
stateMachine.AddTransition(stateTutorial, IsTutorialClicked);
stateMachine.CurrentState = waiting;
}
示例3: CreateStateMachineClient
private void CreateStateMachineClient()
{
StateMachineClient = new StateMachine("Gameplay");
initialLoading = StateMachineClient.AddActionState("InitialLoading", null, null, null);
initialLoadingPuzzle = StateMachineClient.AddActionState("InitialLoadingPuzzle", InitialLoadingPuzzle_Enter, null, null);
waitingCommand = StateMachineClient.AddActionState("WaitingCommand", WaitingCommand_Enter, null, null);
warning = StateMachineClient.AddActionState("Warning", Warning_Enter, null, null);
checkCommand = StateMachineClient.AddActionState("CheckCommand", CheckCommand_Enter, null, null);
checkCommandPuzzle = StateMachineClient.AddActionState("CheckCommandPuzzle", CheckCommandPuzzle_Enter, null, null);
animSandwich = StateMachineClient.AddActionState("AnimSandwich", AnimSandwich_Enter, null, AnimSandwich_Exit);
nextclient = StateMachineClient.AddActionState("NextClient", NextClient_Enter, null, null);
nextclientPuzzle = StateMachineClient.AddActionState("NextClientPuzzle", NextClientPuzzle_Enter, null, null);
backToMainMenu = StateMachineClient.AddActionState("BackToMainMenu", BackToMainMenu_Enter, null, null);
if (Repository.Instance.Puzzle)
{
StateMachineClient.AddTransition(initialLoadingPuzzle, waitingCommand, IsClientReady);
StateMachineClient.AddTransition(waitingCommand, checkCommandPuzzle, IsCheckCommandPuzzle);
StateMachineClient.AddTransition(checkCommandPuzzle, animSandwich, TrueCondition);
StateMachineClient.AddTransition(animSandwich, nextclientPuzzle, IsAnimSandwichFinished);
StateMachineClient.AddTransition(nextclientPuzzle, waitingCommand, IsClientReady);
StateMachineClient.AddTransition(backToMainMenu, IsBackToMainMenu);
StateMachineClient.CurrentState = initialLoadingPuzzle;
InitialLoadingPuzzle_Enter();
}
else
{
StateMachineClient.AddTransition(initialLoading, waitingCommand, IsClientReady);
StateMachineClient.AddTransition(waitingCommand, warning, IsWarning);
StateMachineClient.AddTransition(warning, checkCommand, IsCheckCommand);
StateMachineClient.AddTransition(checkCommand, animSandwich, TrueCondition);
StateMachineClient.AddTransition(animSandwich, nextclient, IsAnimSandwichFinished);
StateMachineClient.AddTransition(nextclient, waitingCommand, IsClientReady);
StateMachineClient.AddTransition(backToMainMenu, IsBackToMainMenu);
StateMachineClient.CurrentState = initialLoading;
}
}
示例4: CreateStateMachine
private void CreateStateMachine()
{
_stateMachine = new StateMachine("PlayerHuman " + PlayerIndex);
playing = _stateMachine.AddActionState("Playing", null, null, null);
createSandwich = _stateMachine.AddActionState("CreateSandwich", CreateSandwich_Enter, null, null);
continueSandwich = _stateMachine.AddActionState("ContinueSandwich", ContinueSandwich_Enter, null, null);
wrongIngredients = _stateMachine.AddActionState("WrongIngredients", WrongIngredients_Enter, null, null);
backSandwich = _stateMachine.AddActionState("BackSandwich", BackSandwich_Enter, null, null);
finishSandwich = _stateMachine.AddActionState("FinishSandwich", FinishSandwich_Enter, null, FinishSandwich_Exit);
stopPlaying = _stateMachine.AddActionState("StopPlaying", null, null, null);
_stateMachine.AddTransition(playing, createSandwich, SelectFirstBread);
_stateMachine.AddTransition(createSandwich, continueSandwich, IsContinueingSandwich);
_stateMachine.AddTransition(continueSandwich, finishSandwich, IsSandwichFinished);
_stateMachine.AddTransition(continueSandwich, wrongIngredients, IsWrongIngredients);
_stateMachine.AddTransition(wrongIngredients, wrongIngredients, IsWrongIngredients);
_stateMachine.AddTransition(continueSandwich, continueSandwich, IsContinueingSandwich);
_stateMachine.AddTransition(continueSandwich, backSandwich, IsBackSandwich);
_stateMachine.AddTransition(backSandwich, continueSandwich, TrueCondition);
_stateMachine.AddTransition(finishSandwich, backSandwich, IsBackSandwich);
_stateMachine.AddTransition(finishSandwich, createSandwich, SelectFirstBread);
_stateMachine.AddTransition(wrongIngredients, backSandwich, IsBackSandwich);
_stateMachine.AddTransition(wrongIngredients, continueSandwich, TrueCondition);
_stateMachine.AddTransition(continueSandwich, createSandwich, SelectFirstBread);
_stateMachine.AddTransition(createSandwich, createSandwich, SelectFirstBread);
_stateMachine.CurrentState = playing;
}