Beispiel #1
0
        public override void UpdateCallback(float deltaTime)
        {
            //检测是否正在过渡
            if (_isTransition)
            {
                if (_t.TransitionCallback())
                {
                    DoTransition(_t);
                    _isTransition = false;
                }
                return;
            }
            base.UpdateCallback(deltaTime);
            if (_currentState == null)
            {
                _currentState = _defaultState;
            }
            List <ITransition> ts = _currentState.Transitions;
            int count             = ts.Count;

            for (int i = 0; i < count; i++)
            {
                ITransition t = ts[i];
                if (t.ShouldBegin())
                {
                    _isTransition = true;
                    _t            = t;
                    return;
                }
            }
            _currentState.UpdateCallback(deltaTime);
        }
Beispiel #2
0
        /// <summary>
        /// 重写 由SUNState 中继承来的UpdateCallback方法,从而加入每帧判断是否满足过度条件的逻辑
        /// </summary>
        /// <param name="deltaTime">Delta time.</param>
        public override void UpdateCallback(float deltaTime)
        {
            if (_isTransition)
            {
                if (_t.TransitionCallback())
                {
                    DoTransition(_t);
                    _isTransition = false;
                }
                //如果处于过度状态,不应该执行以下任何的操作
                return;
            }
            //如果没有处在过度状态
            base.UpdateCallback(deltaTime);
            if (_currentState == null)
            {
                _currentState = _defaultState;
            }
            //检测每个状态是否满足转换条件如果满足的话,替换当前状态
            List <ITransition> ts = _currentState.Transitions;
            int count             = ts.Count;

            for (int i = 0; i < count; i++)
            {
                ITransition t = ts [i];
                if (t.ShouldBegin())
                {
                    _isTransition = true;
                    //这里就不能直接过度到目标状态了
                    //DoTransition (t);
                    _t = t;
                    return;
                }
            }
            //让当前状态每帧更新
            _currentState.UpdateCallback(deltaTime);
        }