public void OnMinigameExit(SuccessState successState)
    {
        GD.Print("exit minigame CS SuccessState: ", successState);
        state = PlayerState.Idle;
        MainSystem system = GetNode <MainSystem>(String.Format("../{0}", activeSystem.ToString()));

        switch (successState)
        {
        case SuccessState.BOTCH:
            system.Repair();
            system.ChangeEfficiency(-0.2f);
            break;

        case SuccessState.SUCCESS:
            system.Repair();
            system.ChangeEfficiency(0.2f);
            break;

        case SuccessState.PASSABLE:
            system.Repair();
            break;

        case SuccessState.NOATTEMPT:
        default:
            break;
        }
    }
 /// <summary>
 /// 查询实时成功率
 /// </summary>
 /// <param name="indextime"></param>
 /// <returns></returns>
 public DataTable successStatedataTable(string indextime)
 {
     try
     {
         SuccessState successState = new SuccessState();
         successState.indextime = short.Parse(indextime);
         DataTable dataTables = successState.ExecDataTable();
         return(dataTables);
     }
     catch (Exception e)
     {
         throw new InsertException(e.Message, "RuleSuccessStatecs", "successStatedataTable", indextime);
     }
 }
Beispiel #3
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    void Start()
    {
        IdleState     idle    = new IdleState(PlayerState.Idle, this);
        ReadyState    ready   = new ReadyState(PlayerState.Ready, this);
        FightingState fight   = new FightingState(PlayerState.Fighting, this);
        StopState     stop    = new StopState(PlayerState.Stop, this);
        SuccessState  success = new SuccessState(PlayerState.Success, this);
        DeathState    death   = new DeathState(PlayerState.Death, this);

        Machine = new StateMachine(idle);
        Machine.AddState(ready);
        Machine.AddState(fight);
        Machine.AddState(stop);
        Machine.AddState(success);
        Machine.AddState(death);
    }
Beispiel #4
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        void Initialize()
        {
            var waitdrawState = new WaitDrawState(this);

            fsm.AddState(GoToYouStates.WaitDraw, waitdrawState, true);

            var drawState = new DrawState(this);

            fsm.AddState(GoToYouStates.Draw, drawState, true);

            var amidaState = new AmidaState(this);

            fsm.AddState(GoToYouStates.Amida, amidaState, true);

            var failureState = new FailureState(this);

            fsm.AddState(GoToYouStates.Failure, failureState, true);

            var successState = new SuccessState(this);

            fsm.AddState(GoToYouStates.Success, successState, true);
        }
 /// <summary>
 /// Initializes a new instance of the <see cref="MethodResult"/> class.
 /// </summary>
 /// <param name="status">The status.</param>
 /// <param name="userMessage">The user message.</param>
 public MethodResult(SuccessState status, string userMessage)
 {
     Status      = status;
     UserMessage = userMessage;
 }