public bool?SetState(BasicState nextState) { if (nextState == currentState) { return(null); } if (nextState.CanEnter(owner)) { previousState = currentState; currentState = nextState; timeInState = 0.0f; if (previousState.OnExit != null) { previousState.OnExit(owner); } if (nextState.OnEnter != null) { nextState.OnEnter(owner); } if (OnChange != null) { OnChange(previousState.idx, currentState.idx); } return(true); } return(false); }
public void switchState(States newState) { activeState.SaveState(); activeState.CloseState(); switch (newState) { case States.ProjectSelector: activeState = gameObject.AddComponent <ProjectSelectorState>(); break; case States.ProjectEditor: activeState = gameObject.AddComponent <ProjectEditorState>(); break; case States.AnimationEditor: activeState = gameObject.AddComponent <AnimationEditorState>(); break; case States.BatchRenderer: activeState = gameObject.AddComponent <BatchRendererState>(); //TODO: Implement Animation Playback State break; } }
public override void Visit(BasicState basicState) { SkillState skillState = skill.GetSkillState(); skillState.SetTargetUnit(basicState.GetTargetUnit()); basicState.ChageToSkillState(skill.GetSkillState()); }
public bool?SetState(BasicState nextState, bool forced = false) { if (nextState == currentState) { return(null); } if (forced || nextState.CanEnter()) { failedState = null; previousState = currentState; currentState = nextState; if (previousState.OnExit != null) { previousState.OnExit(owner); } if (OnChange != null) { OnChange(previousState.idx); } if (nextState.OnEnter != null) { nextState.OnEnter(owner); } return(true); } failedState = nextState; return(false); }
// Use this for initialization void Start() { if(created) Destroy(gameObject); activeState = gameObject.AddComponent<ProjectSelectorState>(); Application.runInBackground = true; created = true; }
public virtual ATNState NewState([Nullable] GrammarAST node) { ATNState n = new BasicState(); n.SetRuleIndex(currentRule.index); atn.AddState(n); return(n); }
//Stack Operations //push state into top of stack public void PushState(BasicState pState) { if (bossState != null) { bossState.Peek().StateExit(); } bossState.Push(pState); bossState.Peek().StateEntered(); }
private void Update() { // API to deal with the health point. if (healthPoint <= 0) { basic = BasicState.DIE; animator.SetBool("Alive", false); } }
public override void Visit(SkillState skillState) { if (skillState.IsEnd()) { BasicState basicState = player.GetBasicState(); basicState.Stop(); player.SetState(basicState); } }
public override void Visit(BasicState basicState) { if (0.8f > Vector3.Distance(player.GetPosition(), destination)) { basicState.Stop(); return; } basicState.MoveTo(destination); }
public override void Visit(SkillState skillState) { if (skillState.IsEnd()) { BasicState basicState = player.GetBasicState(); basicState.MoveTo(destination); player.SetState(basicState); } }
public override void Visit(SkillState skillState) { if (skillState.IsEnd()) { BasicState basicState = player.GetBasicState(); basicState.ChaseTarget(targetUnit); player.SetState(basicState); } }
public override void Interupt() { if (CurrentBasicState == BasicState.WarmingUp) { CurrentBasicState = BasicState.Passive; StatusString = null; StatusPercent = 0.0f; } }
// Use this for initialization void Start() { if (created) { Destroy(gameObject); } activeState = gameObject.AddComponent <ProjectSelectorState>(); Application.runInBackground = true; created = true; }
} //Used primarily when changing scenes //Stack Operations public void PushState(BasicState pState) { //push state into top of stack if (playerState != null) { playerState.Peek().StateExit(); } playerState.Push(pState); playerState.Peek().StateEntered(); }
public void ChangeState(BasicState pState) { if (playerState != null) { playerState.Peek().StateExit(); playerState.Pop(); } playerState.Push(pState); playerState.Peek().StateEntered(); }
public override void Visit(BasicState basicState) { if (baseAttackStrategy.GetRange() < player.DistanceToUnit(targetUnit)) { basicState.ChaseTarget(targetUnit); } else { basicState.AttackTarget(targetUnit); } }
void Start() { mEmptyState = gameObject.AddComponent <EnemyState>(); mBasicState = gameObject.AddComponent <BasicState>(); mDivideShotState = gameObject.AddComponent <DivideShotState>(); mMoreShotsState = gameObject.AddComponent <MoreShotsState>(); mSurpriseState = gameObject.AddComponent <SurpriseState>(); GameManagerSC.EventGameStarted.AddListener(OnEventGameStarted); GameManagerSC.EventGameEnded.AddListener(OnEventGameEnded); GoToState(mEmptyState); }
public override void Cast(Character target) { CurrentTarget = target; CurrentCooldown = 0.0f; Owner.TriggerGlobalCooldown(); StatusPercent = 0.0f; if (WarmupTime > 0.0f) { StatusString = "Channeling"; CurrentBasicState = BasicState.WarmingUp; } }
public bool ForceReenterState() { previousState = currentState; if (currentState.OnEnter != null) { currentState.OnEnter(owner); } if (OnChange != null) { OnChange(previousState.idx, currentState.idx); } return(true); }
public override void Tick() { if (CurrentBasicState == BasicState.WarmingUp) { StatusPercent += Time.fixedDeltaTime / WarmupTime; if (StatusPercent >= 1.0f) { CurrentBasicState = BasicState.Passive; StatusString = null; OnWarmupComplete(); } } if (CanCooldown()) { CurrentCooldown += Time.fixedDeltaTime; } }
public void Initialize(Object inOwner) { owner = inOwner; enumType = typeof(T); System.Array enumVals = System.Enum.GetValues(enumType); int count = enumVals.Length; stateList = new List <BasicState>(count); for (int i = 0; i < count; ++i) { object enumValue = enumVals.GetValue(i); stateList.Add(new BasicState(i, enumValue, System.Enum.GetName(enumType, enumValue))); } previousState = stateList[0]; currentState = stateList[0]; timeInState = 0.0f; }
public void ChoseNextAnim() { timeUntilNonIdleEnds = Time.time + timeInNonIdle + UnityEngine.Random.Range(-varianceNonIdle, varianceNonIdle); if (timeUntilNonIdleEnds < Time.time) { timeUntilNonIdleEnds = Time.time + 0.5f; } AnimationPlay randomBar; do { Array values = Enum.GetValues(typeof(AnimationPlay)); int choice = (int)(UnityEngine.Random.value * (float)values.Length); randomBar = (AnimationPlay)values.GetValue(choice); } while (randomBar == AnimationPlay.Idle); PlayAnim(randomBar); animState = BasicState.NonIdle; }
public virtual void Initialize(Object own) { owner = own; enumType = typeof(T); System.Array eVals = System.Enum.GetValues(enumType); int count = eVals.Length; stateList = new List <BasicState>(count); for (int i = 0; i < count; ++i) { object enumValue = eVals.GetValue(i); stateList.Add(new BasicState(i, enumValue, System.Enum.GetName(enumType, enumValue))); } previousState = stateList[0]; currentState = stateList[0]; failedState = null; isInitialized = true; }
public void switchState(States newState) { activeState.SaveState(); activeState.CloseState(); switch(newState) { case States.ProjectSelector: activeState = gameObject.AddComponent<ProjectSelectorState>(); break; case States.ProjectEditor: activeState = gameObject.AddComponent<ProjectEditorState>(); break; case States.AnimationEditor: activeState = gameObject.AddComponent<AnimationEditorState>(); break; case States.BatchRenderer: activeState = gameObject.AddComponent<BatchRendererState>(); //TODO: Implement Animation Playback State break; } }
public override void Visit(BasicState basicState) { if (false == basicState.IsTargetIngState()) { BasicState idleState = player.GetBasicState(); idleState.Stop(); player.SetState(idleState); } Unit targetUnit = basicState.GetTargetUnit(); if (range > player.DistanceToUnit(targetUnit)) { SkillState skillState = skill.GetSkillState(); skillState.SetTargetUnit(targetUnit); basicState.ChageToSkillState(skill.GetSkillState()); } else { basicState.ChaseTarget(targetUnit); } }
protected virtual void Awake() { base.Awake(); levelSystem = new LevelSystem(); statsSystem = new StatsSystem(playerStatsDatum, levelSystem.GetLevel()); healthPointsSystem = new HealthPointsSystem(statsSystem.GetTotalMaxHealthPoints()); command = new NullCommand(this); #region State state = basicState = new BasicState(this); dieState = new DieState(this, 5f); state.Begin(); #endregion RuntimeAnimatorController runtimeAnimatorController = transform.Find("model").GetComponent <Animator>().runtimeAnimatorController; AnimationClip[] animationClips = runtimeAnimatorController.animationClips; for (int i = 0; i < animationClips.Length; i++) { clipLengths.Add(animationClips[i].name, animationClips[i].length); print(animationClips[i].name + ": " + animationClips[i].length); } }
public Manager() { currentState = new MainState(); }
public override void Visit(BasicState basicState) { basicState.Stop(); }
public abstract void Visit(BasicState basicState);
void Awake() { basicState = new BasicState(this); basicState.start(this.gameObject); attributes = GetComponent <BasicObjectAttr>(); }
public void ReturnToIdle() { PlayAnim(AnimationPlay.Idle); timeUntilIdleEnds = Time.time + timeInIdle + UnityEngine.Random.Range(-varianceInIdle, varianceInIdle); animState = BasicState.Idle; }