Exemple #1
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 public DieState(BaseFsm Fsm)
     : base(FsmStateName.Die, Fsm)
 {
     FadeOut_        = false;
     SpriteRenderer_ = Fsm.Master.GetComponent <SpriteRenderer>();
     SpriteColor_    = SpriteRenderer_.color;
     CanvasGroup_    = Fsm.Master.GetComponent <CanvasGroup>();
 }
Exemple #2
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        public NpcActorModule(BaseNpc Master)
            : base(Master)
        {
            Animation_ = new NpcAnimation(Master.GetComponent <Animator>());
            Fsm_       = new BaseFsm(Master);

            Direction = NpcDirection.Right;
        }
Exemple #3
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 /// <summary>
 /// 状态切换的条件检测
 /// </summary>
 /// <param name="fsm"></param>
 public void Reason(BaseFsm fsm)
 {
     //遍历当前状态的所有可跳转条件
     foreach (var item in triggers)
     {
         //判断是满足
         if (item.HandleTrigger(fsm))
         {
             //如果满足 回调状态机状态切换方法
             FSMStateID stateID = map[item.triggerID];
             fsm.ChangeActiveStateCallBack(stateID);
             return;
         }
     }
 }
Exemple #4
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 public void Stop(BaseFsm fsm)
 {
     fsms.Remove(fsm);
 }
Exemple #5
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 protected BaseState(FsmStateName StateName, BaseFsm Fsm)
 {
     this.StateName = StateName;
     this.Fsm       = Fsm;
 }
Exemple #6
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 public void Start(BaseFsm fsm)
 {
     fsms.Add(fsm);
 }
Exemple #7
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 public BaseState(BaseFsm parentFsm)
 {
     this.parentFsm = parentFsm;
 }
Exemple #8
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 public SkillState(BaseFsm Fsm)
     : base(FsmStateName.Skill, Fsm)
 {
 }
Exemple #9
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 public abstract void OnAction(BaseFsm baseFsm);
Exemple #10
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 public abstract void ExitAction(BaseFsm baseFsm);
Exemple #11
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 public HitTargetEventHandler(BaseFsm Fsm)
     : base(Fsm)
 {
 }
Exemple #12
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 public abstract void EnterAction(BaseFsm baseFsm);
Exemple #13
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 public abstract bool HandleTrigger(BaseFsm fsm);
Exemple #14
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 public BackState(BaseFsm Fsm)
     : base(FsmStateName.Back, Fsm)
 {
 }
Exemple #15
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 public WalkState(BaseFsm Fsm)
     : base(FsmStateName.Walk, Fsm)
 {
 }
Exemple #16
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 public BaseFsmHandler(BaseFsm Fsm)
 {
     Fsm_ = Fsm;
 }
Exemple #17
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 public IdleState(BaseFsm Fsm)
     : base(FsmStateName.Idle, Fsm)
 {
 }