Example #1
0
    void Start()
    {
        Dictionary <Type, IAiFsmState> state_pool = new Dictionary <Type, IAiFsmState>();

        //手动初始化状态池,这一步是不是可以通过什么途径通用化?存疑
        state_pool.Add(typeof(AiLaughState), new AiLaughState(this));
        state_pool.Add(typeof(AiMoveState), new AiMoveState(this));

        m_fsm_ctrl = new MonoFSMContorl <IAiFsmState>(this, "simple_ai_fsm_contorl", state_pool, typeof(AiLaughState));

        //测试监听器
        m_fsm_ctrl.AddListenerToSwitch((mes) =>
        {
            Debug.Log("ListenerToSwitch Last:" + mes.LastStateType.ToString() + " - Cur:" + mes.CurStateType.ToString());
        });

        //监听玩家状态改变
        m_player_fsm.AddListenerToSwitch((mes) =>
        {
            if (mes.CurStateType == typeof(PlayerIdleState)) //根据玩家当前状态切换自身状态
            {
                m_fsm_ctrl.SwitchTo(typeof(AiLaughState));
            }
            else
            {
                m_fsm_ctrl.SwitchTo(typeof(AiMoveState));
            }
        });
    }
Example #2
0
    void Awake()
    {
        Dictionary <Type, IPlayerFsmState> state_pool = new Dictionary <Type, IPlayerFsmState>();

        state_pool.Add(typeof(PlayerIdleState), new PlayerIdleState(this));
        state_pool.Add(typeof(PlayerMoveState), new PlayerMoveState(this));

        m_player_fsm = new MonoFSMContorl <IPlayerFsmState>(this, "simple_player_fsm_contorl", state_pool, typeof(PlayerIdleState));

        m_player_fsm.AddListenerToSwitch((mes) =>
        {
            Debug.Log("ListenerToSwitch Last:" + mes.LastStateType.ToString() + " - Cur:" + mes.CurStateType.ToString());
        });
    }