本文整理汇总了C#中StateMachine.SetUpdate方法的典型用法代码示例。如果您正苦于以下问题:C# StateMachine.SetUpdate方法的具体用法?C# StateMachine.SetUpdate怎么用?C# StateMachine.SetUpdate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.SetUpdate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: Awake
protected override void Awake()
{
base.Awake();
// states
stateMachine = new StateMachine(this, SpawningState);
stateMachine.CreateState(SpawningState, SpawningEnter, info => { });
stateMachine.CreateState(EnteringState, info => stateMachine.SetUpdate(EnteringUpdate()), info => { });
stateMachine.CreateState(AttackingState, info => stateMachine.SetUpdate(AttackingUpdate()), info => { });
stateMachine.CreateState(ExitingState, info => stateMachine.SetUpdate(ExitingUpdate()), info => { });
stateMachine.CreateState(DyingState, DyingEnter, info => { });
// weapons
laser.Initialize(this);
}
示例2: Awake
protected override void Awake()
{
base.Awake();
// references
myRigidbody = rigidbody;
// states
stateMachine = new StateMachine(this, SpawningState);
stateMachine.CreateState(SpawningState, SpawningEnter, info => { });
stateMachine.CreateState(HomingState, info => stateMachine.SetUpdate(HomingUpdate()), info => { });
stateMachine.CreateState(DyingState, DyingEnter, info => { });
}
示例3: Initialize
public void Initialize(Highscore score, int[] ranks, float loot, int[] salvage, bool nextIsUnlocked)
{
// cache data
playerScore = score.score;
rankThresholds = ranks;
playerRank = score.rank;
playerLoot = loot;
playerSalvage = salvage;
// buttons
replayButton.ActivateEvent += (sender, args) => SceneManager.ReloadScene();
int nextLevel = ((FormationLevelManager)FormationLevelManager.Main).levelIndex + 1;
if (nextLevel < FormationLevelManager.LevelNames.Length && (score.rank != 0 || nextIsUnlocked))
{
nextButton.ActivateEvent += (sender, args) => SceneManager.LoadScene(Scenes.Scene((Scenes.Levels)((FormationLevelManager)FormationLevelManager.Main).levelIndex + 1));
}
else
{
nextAvailable = true;
}
states = new StateMachine(this, InitializingState);
states.CreateState(InitializingState, InitializingEnter, info => { });
states.CreateState(TimeState, info =>
{
timeLabel.text = score.TimeString;
states.SetState(LootState);
}, info => { });
states.CreateState(LootState, info => states.SetUpdate(LootUpdate()), info => { });
states.CreateState(SalvageState, info => states.SetUpdate(SalvageUpdate()), info => { });
states.CreateState(IdleState, info => { }, info => { });
states.CreateState(CompleteState, CompleteEnter, info => { });
states.Start();
}