private void OnStartBefore(TRANS_ID transID, STATE_ID stateID, STATE_ID preStateID) { ReactionProcess(dicIndex[stateID].onStartBefore, dicIndex[stateID].onStartBeforeExcuteId); UDL.Log(gameObject.name + " OnStartBefore : " + stateID, nLogOption, isDebug, nLogLevel); }
private void OnPause(STATE_ID stateID) { ReactionProcess(dicIndex[stateID].onPause, dicIndex[stateID].onPauseExcuteId); UDL.Log(gameObject.name + " OnPause : " + stateID, nLogOption, isDebug, nLogLevel); }
void OwnerPause(STATE_ID stateID) { fPauseTIme = UnityEngine.Time.realtimeSinceStartup; }
private void OnEndAfter(TRANS_ID transID, STATE_ID stateID, STATE_ID preStateID) { ReactionProcess(dicIndex[preStateID].onEndAfter, dicIndex[preStateID].onEndAfterExcuteId); UDL.Log(gameObject.name + " OnEndAfter : " + preStateID, nLogOption, isDebug, nLogLevel); }
public Command(CommandType commandType) { this.CommandType = commandType; StateID = default; }
public State getState(STATE_ID id) { return all_states [id]; }
public create_room_state(STATE_ID id,StateMachine machine) : base(id,machine) { }
void OnResume_US_EndState(STATE_ID stateId) { //[x]_End -> HistoryBack FSM_Layer.Inst.SetTrigger(FSM_LAYER_ID.UserStory, TRANS_PARAM_ID.TRIGGER_NEXT); }
public login_state(STATE_ID id,StateMachine machine) : base(id,machine) { }
void StateTransitionConditionEdit(State state, int rowcount, ref STATE_ID removeId) { //int transMax = EditorGUILayout.IntSlider("전이 개수 : ", // state.arrTransitionList==null?0:state.arrTransitionList.Length, // 0, // state.arrTransitionList==null?10:state.arrTransitionList.Length<10?10:state.arrTransitionList.Length); GUILayout.BeginHorizontal("box"); if (dic_isShowBuffer.ContainsKey(state.eID)) { if (GUILayout.Button(dic_isShowBuffer[state.eID] ? "-" : "+", GUILayout.Width(50))) { dic_isShowBuffer[state.eID] = !dic_isShowBuffer[state.eID]; } } GUILayout.Label(state.eID.ToString() + "(" + ((int)state.eID).ToString() + ")", GUILayout.Width(250)); if (state.eID != STATE_ID.AnyState) { if (GUILayout.Button("삭제", GUILayout.Width(40))) { removeId = state.eID; } } GUILayout.Space(30); GUILayout.Label("전이 개수 : ", GUILayout.Width(80)); int transMax = EditorGUILayout.IntField( state.arrTransitionList == null ? 0 : state.arrTransitionList.Length, GUILayout.Width(80)); if (transMax > 0) { BK_Function.ResizeArr <TransitionCondition>(transMax, ref state.arrTransitionList); } else { state.arrTransitionList = null; } GUILayout.Space(10); if (GUILayout.Button("+", GUILayout.Width(50))) { BK_Function.ResizeArr <TransitionCondition>(transMax + 1, ref state.arrTransitionList); } if (GUILayout.Button("-", GUILayout.Width(50))) { if (transMax > 0) { BK_Function.ResizeArr <TransitionCondition>(transMax - 1, ref state.arrTransitionList); } } state.NoHistory = GUILayout.Toggle(state.NoHistory, "NoHistory", GUILayout.Width(100)); GUILayout.Label("", GUILayout.ExpandWidth(true)); GUILayout.EndHorizontal(); if (dic_isShowBuffer.ContainsKey(state.eID) && !dic_isShowBuffer[state.eID]) { return; } if (state.arrTransitionList != null) { for (int i = 0; i < state.arrTransitionList.Length; i++) { if (state.arrTransitionList[i] == null) { state.arrTransitionList[i] = new TransitionCondition(0, 0, 0); } int TransCondParam_Max = TransitionConditionEdit(state, i); if (TransCondParam_Max == -1) { continue; } TransCondParamEdit(state, i, TransCondParam_Max); GUILayout.Box("", GUILayout.ExpandWidth(true), GUILayout.Height(1)); GUILayout.Space(5); } } }
public hall_state(STATE_ID id,StateMachine machine) : base(id,machine) { }
public void SetState(STATE_ID id) { m_SceneState = id; }
public select_room_state(STATE_ID id,StateMachine machine) : base(id,machine) { }
private void OnStart(TRANS_ID transID, STATE_ID stateID, STATE_ID preStateID) { ReactionProcess(dicIndex[stateID].onStart, dicIndex[stateID].onStartExcuteId); UDL.Log(gameObject.name + " OnStart : " + stateID + " // after active : " + gameObject.activeSelf, nLogOption, isDebug, nLogLevel); }
public State(STATE_ID id) { eID = id; }
private void OnStart_USLoading(TRANS_ID transID, STATE_ID stateID, STATE_ID preStateID) { StartCoroutine(LoadUI()); }
public void SetNextStateID(STATE_ID nextID) { nextStateID = nextID; }
void OnStart_US_EndState(TRANS_ID transId, STATE_ID stateId, STATE_ID preStateId) { FSM_Layer.Inst.ChangeFSM(FSM_LAYER_ID.UserStory, FSM_ID.USMain); //[curState]->USMain_OutroToMainMenu FSM_Layer.Inst.SetTrigger(FSM_LAYER_ID.UserStory, TRANS_PARAM_ID.TRIGGER_ESCAPE); }
void OwnerEnd(TRANS_ID transID, STATE_ID stateid, STATE_ID preStateID) { }
public Command(CommandType commandType, STATE_ID stateID) { this.CommandType = commandType; this.StateID = stateID; }
public State(STATE_ID id,StateMachine machine) { this.id = id; this.machine = machine; this.machine.addState (this); }