Exemple #1
0
        void InitFsm()
        {
            _fsm = new FSM();

            _fsm.SetCurrStateName("Idle");

            float remainingTime = 0;

            _fsm.AddState("Idle");

            _fsm.AddState("DelayToMonsterSpawn", () =>
            {
                remainingTime = delayTime;
            }, () =>
            {
                remainingTime -= Time.deltaTime;
                if (remainingTime <= 0)
                {
                    _fsm.SendEvent("AllToMonsterSpawn");
                }
            }, () =>
            {
            });

            IEnumerator enumerator = null;

            _fsm.AddState("MonsterSpawn", () =>
            {
                int level = 1;
                if (GameManager.Instance != null && GameManager.Instance.Player1 != null && GameManager.Instance.Player1.RoleData != null)
                {
                    level = GameManager.Instance.Player1.RoleData.level;
                }

                enumerator = Spawn(RoleGroupList[(CurrIndex++) % RoleGroupList.Count].RoleIdList, "2", level);
            }, () =>
            {
                bool canNext = enumerator.MoveNext();
                RoleController roleController = enumerator.Current as RoleController;
                if (roleController)
                {
                    aliveMonsterCount++;
                    roleController.OnDying += RoleDying;
                }

                if (!canNext)
                {
                    _fsm.SendEvent("AllToIdle");
                }
            }, () =>
            {
                enumerator = null;
            });

            _fsm.AddEvent("IdleToMonsterSpawn", "Idle", "DelayToMonsterSpawn", () => { return(aliveMonsterCount == 0); });
        }
Exemple #2
0
        //adds an FSM state to show that we are animating
        private void AddAnimationState()
        {
            if (States.Find(k => k.name == "KAS_Animation") == null)
            {
                KFSMState state = new KFSMState("KAS_Animation");
                state.updateMode = KFSMUpdateMode.MANUAL_TRIGGER;
                FSM.AddState(state);

                KFSMEvent enterEvent = new KFSMEvent("Enter KAS_Animation");
                enterEvent.GoToStateOnEvent = state;
                enterEvent.updateMode       = KFSMUpdateMode.MANUAL_TRIGGER;
                var idleGrounded = States.Find(k => k.name == "Idle (Grounded)");
                FSM.AddEvent(enterEvent, idleGrounded);

                KFSMEvent exitEvent = new KFSMEvent("Exit KAS_Animation");
                exitEvent.GoToStateOnEvent = idleGrounded;
                exitEvent.updateMode       = KFSMUpdateMode.MANUAL_TRIGGER;
                FSM.AddEvent(exitEvent, state);
            }
        }