Example #1
0
 public CommonLuaInstanceState(string lua_script, uint id, xc.Machine machine, xc.Machine.State owner)
     : base(id, machine, owner, false)
 {
     this.LuaScript = lua_script;
     this.Prepare();
     this.Init();
 }
        static int __CreateInstance(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

            try {
                if (LuaAPI.lua_gettop(L) == 4 && (LuaAPI.lua_isnil(L, 2) || LuaAPI.lua_type(L, 2) == LuaTypes.LUA_TSTRING) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3) && translator.Assignable <xc.Machine>(L, 4))
                {
                    string     lua_script = LuaAPI.lua_tostring(L, 2);
                    uint       id         = LuaAPI.xlua_touint(L, 3);
                    xc.Machine machine    = (xc.Machine)translator.GetObject(L, 4, typeof(xc.Machine));

                    xc.CommonLuaInstanceState __cl_gen_ret = new xc.CommonLuaInstanceState(lua_script, id, machine);
                    translator.Push(L, __cl_gen_ret);
                    return(1);
                }
                if (LuaAPI.lua_gettop(L) == 5 && (LuaAPI.lua_isnil(L, 2) || LuaAPI.lua_type(L, 2) == LuaTypes.LUA_TSTRING) && LuaTypes.LUA_TNUMBER == LuaAPI.lua_type(L, 3) && translator.Assignable <xc.Machine>(L, 4) && translator.Assignable <xc.Machine.State>(L, 5))
                {
                    string           lua_script = LuaAPI.lua_tostring(L, 2);
                    uint             id         = LuaAPI.xlua_touint(L, 3);
                    xc.Machine       machine    = (xc.Machine)translator.GetObject(L, 4, typeof(xc.Machine));
                    xc.Machine.State owner      = (xc.Machine.State)translator.GetObject(L, 5, typeof(xc.Machine.State));

                    xc.CommonLuaInstanceState __cl_gen_ret = new xc.CommonLuaInstanceState(lua_script, id, machine, owner);
                    translator.Push(L, __cl_gen_ret);
                    return(1);
                }
            }
            catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
            return(LuaAPI.luaL_error(L, "invalid arguments to xc.CommonLuaInstanceState constructor!"));
        }
Example #3
0
        static int __CreateInstance(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

            try {
                if (LuaAPI.lua_gettop(L) == 2 && translator.Assignable <xc.Machine>(L, 2))
                {
                    xc.Machine machine = (xc.Machine)translator.GetObject(L, 2, typeof(xc.Machine));

                    xc.GameInitState __cl_gen_ret = new xc.GameInitState(machine);
                    translator.Push(L, __cl_gen_ret);
                    return(1);
                }
                if (LuaAPI.lua_gettop(L) == 3 && translator.Assignable <xc.Machine>(L, 2) && translator.Assignable <xc.Machine.State>(L, 3))
                {
                    xc.Machine       machine = (xc.Machine)translator.GetObject(L, 2, typeof(xc.Machine));
                    xc.Machine.State owner   = (xc.Machine.State)translator.GetObject(L, 3, typeof(xc.Machine.State));

                    xc.GameInitState __cl_gen_ret = new xc.GameInitState(machine, owner);
                    translator.Push(L, __cl_gen_ret);
                    return(1);
                }
            }
            catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
            return(LuaAPI.luaL_error(L, "invalid arguments to xc.GameInitState constructor!"));
        }
 public CommonInstanceState(uint id, xc.Machine machine, xc.Machine.State owner, bool withInit = true)
     : base(id, machine, owner)
 {
     if (withInit)
     {
         Init();
     }
 }
Example #5
0
        static int _s_set_bIsDebug(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

            try {
                xc.Machine __cl_gen_to_be_invoked = (xc.Machine)translator.FastGetCSObj(L, 1);
                __cl_gen_to_be_invoked.bIsDebug = LuaAPI.lua_toboolean(L, 2);
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
            return(0);
        }
Example #6
0
        static int _g_get_StateList(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

            try {
                xc.Machine __cl_gen_to_be_invoked = (xc.Machine)translator.FastGetCSObj(L, 1);
                translator.Push(L, __cl_gen_to_be_invoked.StateList);
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
            return(1);
        }
Example #7
0
        public void Destroy()
        {
            RecycleState();

            if (mMachine != null)
            {
                mMachine.Destroy();

                ObjCachePoolMgr.Instance.RecycleCSharpObject(mMachine, ObjCachePoolType.MACHINE, mMachinePoolKey);

                mMachine = null;
            }

            mDestList.Release();
        }
Example #8
0
        /// <summary>
        /// 创建对应的角色状态
        /// </summary>
        xc.Machine.State CreateState(uint id, xc.Machine machine, xc.Machine.State owner = null)
        {
            var state = ObjCachePoolMgr.Instance.TryLoadCSharpObject <xc.Machine.State>(ObjCachePoolType.STATE, mStatePoolKey);

            if (state == null)
            {
                state = new xc.Machine.State(id, mMachine, owner);
            }
            else
            {
                state.Reset(id, machine, null);
            }

            return(state);
        }
Example #9
0
        static int __CreateInstance(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);

            try {
                if (LuaAPI.lua_gettop(L) == 1)
                {
                    xc.Machine __cl_gen_ret = new xc.Machine();
                    translator.Push(L, __cl_gen_ret);
                    return(1);
                }
            }
            catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
            return(LuaAPI.luaL_error(L, "invalid arguments to xc.Machine constructor!"));
        }
Example #10
0
        static int _m_Reset(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            xc.Machine __cl_gen_to_be_invoked = (xc.Machine)translator.FastGetCSObj(L, 1);


            try {
                {
                    __cl_gen_to_be_invoked.Reset(  );



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
Example #11
0
        static int _m_SetCurState(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            xc.Machine __cl_gen_to_be_invoked = (xc.Machine)translator.FastGetCSObj(L, 1);


            try {
                {
                    xc.Machine.State s = (xc.Machine.State)translator.GetObject(L, 2, typeof(xc.Machine.State));

                    __cl_gen_to_be_invoked.SetCurState(s);



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
Example #12
0
        static int _m_CanReact(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            xc.Machine __cl_gen_to_be_invoked = (xc.Machine)translator.FastGetCSObj(L, 1);


            try {
                {
                    uint fsmEvent = LuaAPI.xlua_touint(L, 2);

                    bool __cl_gen_ret = __cl_gen_to_be_invoked.CanReact(fsmEvent);
                    LuaAPI.lua_pushboolean(L, __cl_gen_ret);



                    return(1);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
Example #13
0
        static int _m_ConstructCommonInstanceState_xlua_st_(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);



            try {
                {
                    string     lua_script = LuaAPI.lua_tostring(L, 1);
                    uint       id         = LuaAPI.xlua_touint(L, 2);
                    xc.Machine machine    = (xc.Machine)translator.GetObject(L, 3, typeof(xc.Machine));

                    xc.Machine.State __cl_gen_ret = xc.ClassConstructHelper.ConstructCommonInstanceState(lua_script, id, machine);
                    translator.Push(L, __cl_gen_ret);



                    return(1);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
Example #14
0
        static int _m_Reset(RealStatePtr L)
        {
            ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L);


            xc.Machine.State __cl_gen_to_be_invoked = (xc.Machine.State)translator.FastGetCSObj(L, 1);


            try {
                {
                    uint             id      = LuaAPI.xlua_touint(L, 2);
                    xc.Machine       machine = (xc.Machine)translator.GetObject(L, 3, typeof(xc.Machine));
                    xc.Machine.State owner   = (xc.Machine.State)translator.GetObject(L, 4, typeof(xc.Machine.State));

                    __cl_gen_to_be_invoked.Reset(id, machine, owner);



                    return(0);
                }
            } catch (System.Exception __gen_e) {
                return(LuaAPI.luaL_error(L, "c# exception:" + __gen_e));
            }
        }
Example #15
0
 public static xc.Machine.State ConstructCommonInstanceState(string lua_script, uint id, xc.Machine machine)
 {
     return(new CommonLuaInstanceState(lua_script, id, machine));
 }
Example #16
0
        public void Init()
        {
            // 初始化状态机
            mMachine = ObjCachePoolMgr.Instance.TryLoadCSharpObject <xc.Machine>(ObjCachePoolType.MACHINE, mMachinePoolKey);
            if (mMachine == null)
            {
                mMachine = new xc.Machine();
            }
            else
            {
                mMachine.Reset();
            }

            // 构建状态图
            // 第一层状态: normal, beattacking, attacking, death, transfering
            xc.Machine.State normalState      = CreateState((uint)EFSMState.DS_Normal, mMachine);
            xc.Machine.State beattackingState = CreateState((uint)EFSMState.DS_BeAttacking, mMachine);
            xc.Machine.State attackingState   = CreateState((uint)EFSMState.DS_Attacking, mMachine);
            xc.Machine.State deathState       = CreateState((uint)EFSMState.DS_Death, mMachine);
            xc.Machine.State jumpsceneState   = CreateState((uint)EFSMState.DS_JumpScene, mMachine);

            // normal state的子状态
            xc.Machine.State normalNullState  = CreateState((uint)EFSMState.DS_NULL, mMachine, normalState);
            xc.Machine.State idleState        = CreateState((uint)EFSMState.DS_Idle, mMachine, normalState);
            xc.Machine.State walkState        = CreateState((uint)EFSMState.DS_Walking, mMachine, normalState);
            xc.Machine.State interactionState = CreateState((uint)EFSMState.DS_Interaction, mMachine, normalState);

            // attacking state的子状态
            xc.Machine.State nullAttackState   = CreateState((uint)EFSMState.DS_NULL, mMachine, attackingState);
            xc.Machine.State normalAttackState = CreateState((uint)EFSMState.DS_NormalAttack, mMachine, attackingState);

            // beattacking state的子状态
            xc.Machine.State beAtkNullState     = CreateState((uint)EFSMState.DS_NULL, mMachine, beattackingState);
            xc.Machine.State beAtkBackwardState = CreateState((uint)EFSMState.DS_BeAtkBackward, mMachine, beattackingState);

            // 设置初始子状态
            normalState.SetChild(idleState);
            beattackingState.SetChild(beAtkNullState);
            attackingState.SetChild(nullAttackState);

            // 设置Enter/Exit/Update State的函数
            normalState.SetEnterFunction(EnterState_Normal);
            normalState.SetExitFunction(ExitState_Normal);
            attackingState.SetEnterFunction(EnterState_Attacking);
            attackingState.SetUpdateFunction(UpdateState_Attacking);
            attackingState.SetExitFunction(ExitState_Attacking);
            beattackingState.SetEnterFunction(EnterState_BeAttacking);
            beattackingState.SetExitFunction(ExitState_BeAttacking);
            deathState.SetEnterFunction(EnterState_Death);
            deathState.SetUpdateFunction(UpdateState_Death);
            deathState.SetExitFunction(ExitState_Death);

            idleState.SetEnterFunction(EnterState_Idle);
            idleState.SetUpdateFunction(UpdateState_Idle);
            idleState.SetExitFunction(ExitState_Idle);
            walkState.SetEnterFunction(EnterState_Walk);
            walkState.SetUpdateFunction(UpdateState_Walk);
            walkState.SetExitFunction(ExitState_Walk);
            interactionState.SetEnterFunction(EnterState_Interaction);
            interactionState.SetUpdateFunction(UpdateState_Interaction);
            interactionState.SetExitFunction(ExitState_Interaction);
            jumpsceneState.SetEnterFunction(EnterState_JumpScene);
            jumpsceneState.SetUpdateFunction(UpdateState_JumpScene);
            jumpsceneState.SetExitFunction(ExitState_JumpScene);

            beAtkBackwardState.SetEnterFunction(EnterState_BeAtkBackward);
            beAtkBackwardState.SetUpdateFunction(UpdateState_BeAtkBackward);

            normalAttackState.SetEnterFunction(EnterState_NormalAttack);
            normalAttackState.SetUpdateFunction(UpdateState_NormalAttack);
            normalAttackState.SetExitFunction(ExitState_NormalAttack);

            //// 构建状态图
            //// 第一层
            // normal
            normalState.AddTransition((uint)EFSMEvent.DE_BeAtkBackward, beattackingState);
            normalState.AddTransition((uint)EFSMEvent.DE_NormalAttack, attackingState);
            normalState.AddTransition((uint)EFSMEvent.DE_Death, deathState);
            normalState.AddTransition((uint)EFSMEvent.DE_JumpScene, jumpsceneState);
            // jumpscene
            jumpsceneState.AddTransition((uint)EFSMEvent.DE_JumpSceneFinish, normalState);
            jumpsceneState.AddTransition((uint)EFSMEvent.DE_Death, deathState);
            jumpsceneState.AddTransition((uint)EFSMEvent.DE_Stop, normalState);
            // death
            deathState.AddTransition((uint)EFSMEvent.DE_Relive, normalState);
            deathState.AddTransition((uint)EFSMEvent.DE_JumpScene, jumpsceneState); // 防止死亡后的异常
            // beattacking
            beattackingState.AddTransition((uint)EFSMEvent.DE_Stop, normalState);
            beattackingState.AddTransition((uint)EFSMEvent.DE_Death, deathState);
            beattackingState.AddTransition((uint)EFSMEvent.DE_JumpScene, jumpsceneState);
            // 受击的优先级最低,需要增加受击到各状态的转换 @rr add 2016.10.10
#if BEATTACK_LOW_PROPETY
            beattackingState.AddTransition((uint)EFSMEvent.DE_NormalAttack, attackingState);
            beattackingState.AddTransition((uint)EFSMEvent.DE_Walk, normalState);
#endif
            // attacking
            attackingState.AddTransition((uint)EFSMEvent.DE_Stop, normalState);
            attackingState.AddTransition((uint)EFSMEvent.DE_NormalAttack, attackingState);
            attackingState.AddTransition((uint)EFSMEvent.DE_JumpScene, jumpsceneState);
            // 受击的优先级最低,攻击时不能被受击打断 @rr del 2016.10.10
#if !BEATTACK_LOW_PROPETY
            attackingState.AddTransition((uint)EFSMEvent.DE_BeAtkThrowAway, beattackingState);
            attackingState.AddTransition((uint)EFSMEvent.DE_BeAtkBackward, beattackingState);
#endif

            //// 第二层
            // normal state的子状态图
            normalNullState.AddTransition((uint)EFSMEvent.DE_Stop, idleState);
            normalNullState.AddTransition((uint)EFSMEvent.DE_ReachDst, idleState);
            normalNullState.AddTransition((uint)EFSMEvent.DE_Walk, walkState);
            normalNullState.AddTransition((uint)EFSMEvent.DE_Interaction, interactionState);
            normalNullState.AddTransition((uint)EFSMEvent.DE_Relive, idleState);

            idleState.AddTransition((uint)EFSMEvent.DE_Walk, walkState);
            idleState.AddTransition((uint)EFSMEvent.DE_BeAtkBackward, normalNullState);
            idleState.AddTransition((uint)EFSMEvent.DE_NormalAttack, normalNullState);
            idleState.AddTransition((uint)EFSMEvent.DE_Interaction, interactionState);
            idleState.AddTransition((uint)EFSMEvent.DE_Death, normalNullState);
            idleState.AddTransition((uint)EFSMEvent.DE_Stop, idleState);
            idleState.AddTransition((uint)EFSMEvent.DE_JumpScene, normalNullState);

            walkState.AddTransition((uint)EFSMEvent.DE_ReachDst, idleState);
            walkState.AddTransition((uint)EFSMEvent.DE_ResetWalk, walkState); // 增加walk事件的响应,使其重新调用EnterState_Walk
            walkState.AddTransition((uint)EFSMEvent.DE_BeAtkBackward, normalNullState);
            walkState.AddTransition((uint)EFSMEvent.DE_NormalAttack, normalNullState);
            walkState.AddTransition((uint)EFSMEvent.DE_Interaction, interactionState);
            walkState.AddTransition((uint)EFSMEvent.DE_Death, normalNullState);
            walkState.AddTransition((uint)EFSMEvent.DE_Stop, idleState);
            walkState.AddTransition((uint)EFSMEvent.DE_JumpScene, normalNullState);

            interactionState.AddTransition((uint)EFSMEvent.DE_Walk, walkState);
            interactionState.AddTransition((uint)EFSMEvent.DE_BeAtkBackward, normalNullState);
            interactionState.AddTransition((uint)EFSMEvent.DE_NormalAttack, normalNullState);
            interactionState.AddTransition((uint)EFSMEvent.DE_Death, normalNullState);
            interactionState.AddTransition((uint)EFSMEvent.DE_Stop, idleState);
            interactionState.AddTransition((uint)EFSMEvent.DE_JumpScene, normalNullState);

            // beattacking state的子状态图
            beAtkNullState.AddTransition((uint)EFSMEvent.DE_BeAtkBackward, beAtkBackwardState);

            beAtkBackwardState.AddTransition((uint)EFSMEvent.DE_BeAtkBackward, beAtkBackwardState);
            beAtkBackwardState.AddTransition((uint)EFSMEvent.DE_Stop, beAtkNullState);
            beAtkBackwardState.AddTransition((uint)EFSMEvent.DE_JumpScene, beAtkNullState);

            // attacking state的子状态图
            nullAttackState.AddTransition((uint)EFSMEvent.DE_NormalAttack, normalAttackState);

            normalAttackState.AddTransition((uint)EFSMEvent.DE_Stop, nullAttackState);
            normalAttackState.AddTransition((uint)EFSMEvent.DE_NormalAttack, normalAttackState);
            normalAttackState.AddTransition((uint)EFSMEvent.DE_JumpScene, nullAttackState);

            mMachine.SetCurState(normalState);
        }
Example #17
0
 public PlayingTestState(xc.Machine machine) : base((uint)GameState.GS_PLAYING_TEST, machine)
 {
     Init();
 }