Ejemplo n.º 1
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 public FSMState(Star star, Star.e_State state)
 {
     _fsm      = star.FiniteStateMachine;
     _star     = star;
     EnumState = state;
     //_image = sprite;
 }
Ejemplo n.º 2
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 public FSMState GetState(Star.e_State state)
 {
     if (!_stateDic.ContainsKey(state))
     {
         Debug.LogErrorFormat("FSM GetState Error!");
     }
     return(_stateDic[state]);
 }
Ejemplo n.º 3
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 public StarSim(
     Star.e_State state,
     int def,
     int vigour,
     int capacity,
     Vector2 location,
     float enemyTroops,
     float playerTroops,
     float schedule)
 {
     SetInitState(state);
     _DEF          = def;
     _vigour       = vigour;
     _capacity     = capacity;
     _location     = location;
     _enemyTroops  = enemyTroops;
     _playerTroops = playerTroops;
     _schedule     = schedule;
 }
Ejemplo n.º 4
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 void SetProperty(
     Star.e_State state,
     int def,
     int vigour,
     int capacity,
     Vector2 location,
     float enemyTroops,
     float playerTroops,
     float schedule)
 {
     _selectedState = state;
     _DEF           = def;
     _vigour        = vigour;
     _capacity      = capacity;
     _location      = location;
     _enemyTroops   = enemyTroops;
     _playerTroops  = playerTroops;
     _schedule      = schedule;
 }
Ejemplo n.º 5
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 void SetInitState(Star.e_State state)
 {
     _fsmState = _fsm.GetState(state);
 }
Ejemplo n.º 6
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 public FSMTransition(Star.e_State nextState, CheckCondition callback)
 {
     _toState = nextState;
     Check    = callback;
 }