Exemple #1
0
    // Add Transition
    public void AddTransition(Transition trans, StateID id)
    {
        //check if transition exist
        if(trans == Transition.NULL)
        {
            Debug.LogError("Trying to add a null transition");
            return;
        }
        if(id == StateID.NULL)
        {
            Debug.LogError("Trying to add a null state");
            return;
        }

        if(trans == Transition.E_NOHP)
        {
            Debug.Log("trans: " + trans.ToString() + " StateID: " + id.ToString());
        }

        // check if current map already contains key
        if(map.ContainsKey(trans))
        {
            Debug.LogError(trans.ToString() + " transition Exist, unable to have duplicate transitions for State: " + id.ToString());
            return;
        }

        map.Add(trans, id);

        Debug.Log("Sucessfully added: " + trans.ToString() + " id extract: " + map[trans] + " Current StateID: " + STATE_ID.ToString());
    }
    public void AddState(NPCState newState)
    {
        if (newState == null)
        {
            Debug.LogError("StateManager AddState(): Null state");
        }

        if (states.Count == 0)
        {
            states.Add(newState);
            currentState = newState;
            currentStateID = newState.ID;
            return;
        }

        foreach (NPCState state in states)
        {
            if (state.ID == newState.ID)
            {
                Debug.LogError("StateManager AddState(): " + newState.ID.ToString() + " already exists");
                return;
            }
        }
        states.Add(newState);
    }
Exemple #3
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    public void UpdateStateMachine()
    {
        StateID nextStateID = stateDictionary[stateMachine.GetCurrentAnimatorStateInfo(0).fullPathHash];
        if (nextStateID != currentStateID) //If state has changed
        {
            currentStateID = nextStateID;
            foreach (FSMState state in states) //Get state
            {
                if (state.GetStateID() == currentStateID)
                {
                    if (currentState != null)
                    {
                        currentState.ResetState();
                    }
                    currentState = state;
                    break;
                }
            }
        }

        if (currentState != null)
        {
            currentState.UpdateState(); //update current state
        }
    }
    // Add State
    public void AddState(FSMState tstate)
    {
        if(tstate == null)
        {
            Debug.LogError("Null reference when adding State");
            return;
        }

        // Initial State
        if(states.Count == 0)
        {
            states.Add(tstate);
            curState = tstate;
            curStateID = tstate.STATE_ID;
            return;
        }

        // Check for duplicate State before adding
        foreach(FSMState s in states)
        {
            if(s.STATE_ID == tstate.STATE_ID)
            {
                Debug.LogError("Trying to add Duplicate state: " + tstate.STATE_ID.ToString());
                return;
            }
        }
        states.Add(tstate);
    }
Exemple #5
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    public void AddTransition(Transition trans, StateID id)
    {
        // Check if anyone of the args is invalid
        if (trans == Transition.NullTransition)
        {
            Debug.LogError("FSMState ERROR: NullTransition is not allowed for a real transition");
            return;
        }
 
        if (id == StateID.NullStateID)
        {
            Debug.LogError("FSMState ERROR: NullStateID is not allowed for a real ID");
            return;
        }
 
        // Since this is a Deterministic FSM,
        //   check if the current transition was already inside the map
        if (map.ContainsKey(trans))
        {
            Debug.LogError("FSMState ERROR: State " + stateID.ToString() + " already has transition " + trans.ToString() + 
                           "Impossible to assign to another state");
            return;
        }
 
        map.Add(trans, id);
    }
Exemple #6
0
 public void AddState(FSMState s)
 {
     if(s==null)
     {
         Debug.LogError("FSM ERROR:添加的状态不允许为空");
         return;
     }
     //第一次添加状态的时候完成初始化
     if(states.Count==0)
     {
         states.Add(s);
         s.StateChange+=StateChange;
         CurrentState=s;
         CurrentStateID=s.ID;
         return;
     }
     foreach(FSMState state in states)
     {
         if(state.ID==s.ID)
         {
             Debug.LogError("FSM ERROR:不能向状态机里面重复添加相同的状态");
             return;
         }
     }
     states.Add (s);
     s.StateChange += StateChange;
 }
    /// <summary>
    /// This method places new states inside the FSM,
    /// or prints an ERROR message if the state was already inside the List.
    /// First state added is also the initial state.
    /// </summary>
    public void AddState(FSMState s)
    {
        // Check for Null reference before deleting
        if (s == null)
        {
            Debug.LogError("FSM ERROR: Null reference is not allowed");
        }

        // First State inserted is also the Initial state,
        //   the state the machine is in when the simulation begins
        if (states.Count == 0)
        {
            states.Add(s);
            currentState = s;
            currentStateID = s.ID;
            return;
        }

        // Add the state to the List if it's not inside it
        foreach (FSMState state in states)
        {
            if (state.ID == s.ID)
            {
                Debug.LogError("FSM ERROR: Impossible to add state " + s.ID.ToString() +
                               " because state has already been added");
                return;
            }
        }
        states.Add(s);
    }
    public void AddTransition(Transition trans, StateID id)
    {
        //first step of the fsm
        //check the args and see if they are invalid
        if (trans == Transition.NullTransition) {
            Debug.LogError("FSM had a pretty bad error.  Null transition is not allowed for a real tranisition. \n You have a shit ton of work david");
            return;

        }

        if (id == StateID.NullStateID) {
            Debug.LogError("FSM had a pretty bad error. Null STATE id is not allowed for a real ID");
            return;
        }

        // deterministic FSM
        //      check if current transition was already inside the map

        if (map.ContainsKey(trans)) {
            // f**k, if this hits ive hit a transition that already has a transition

            //   Enum enumerations = RuntimeTypeHandle.ReferenceEquals(StateID);
            Debug.LogError("FSM had a pretty bad error" + stateID.ToString() + " Already has a transition"
                +trans.ToString() + " Impossible to assign to another state");
            return;

        }
        map.Add(trans, id);
    }
 private State createState(StateID stateID)
 {
     //StateConstructor found = mFactories[stateID];
     //State state = found();
     State state = null;
     try
     {
         switch (stateID)
         {
             case StateID.Menu:
                 state = new MenuState(this, mContext);
                 break;
             case StateID.Title:
                 state = new TitleState(this, mContext);
                 break;
             case StateID.Game:
                 state = new GameState(this, mContext);
                 break;
             case StateID.Pause:
                 state = new PauseState(this, mContext);
                 break;
             case StateID.Setting:
                 state = new SettingState(this, mContext);
                 break;
         }
     }
     catch (Exception e) 
     { 
         Console.WriteLine(e.Message + " In state creation"); 
     }
   
     return state;
 }
Exemple #10
0
    public EnemyRandomWalk(StateID stateID, NPCBreadcrumb enemyReference)
    {
        this.stateID = stateID;
        this.enemyReference = enemyReference;

        NPCBreadcrumb.FoundPlayer += FoundPlayer;
    }
    /// <summary>
    /// Adds a new State into the FSM if it isn't already inside.
    /// The first state is also the initial state.
    /// </summary>
    /// <param name="state">State which will be added.</param>
    public void AddState(FSMState state)
    {
        if (state == null)
            Debug.LogError("FSMSystem: Null reference is not allowed!");
        else if (states.Count == 0) // Set initial state if it is the first state.
        {
            states.Add(state);
            currentState = state;
            currentStateID = state.ID;
        }
        else
        {
            bool added = false;

            // Check if the state aready has been added.
            foreach (FSMState s in states)
            {
                if (s.ID == state.ID)
                {
                    added = true;
                    Debug.LogError("FSMSystem: State " + state.ID.ToString() + " has already been added.");
                }
            }

            if (!added)
                states.Add(state);
        }
    }
    /// <summary>
    /// Add New State into the list
    /// </summary>
    public void AddFSMState(FSMState fsmState)
    {
        // Check for Null reference before deleting
        if (fsmState == null)
        {
            Debug.LogError("FSM ERROR: Null reference is not allowed");
        }

        // First State inserted is also the Initial state
        //   the state the machine is in when the simulation begins
        if (fsmStates.Count == 0)
        {
            fsmStates.Add(fsmState);
            currentState = fsmState;
            currentStateID = fsmState.ID;
            return;
        }

        // Add the state to the List if it´s not inside it
        foreach (FSMState state in fsmStates)
        {
            if (state.ID == fsmState.ID)
            {
                Debug.LogError("FSM ERROR: Trying to add a state that was already inside the list");
                return;
            }
        }

        //If no state in the current then add the state to the list
        fsmStates.Add(fsmState);
    }
        public StateTransition(TransitionID transitionID, StateID nextStateID)
        {
            this.TransitionID = transitionID;
            this.NextStateID = nextStateID;
            this.EventsRunning = false;

            RemoveAllEvents();
        }
 public void SetState(StateID stateID)
 {
     if(!states.ContainsKey(stateID))
         return;
     if(currentState != null)
         currentState.Leave();
     currentState = states[stateID];
     currentState.Enter();
 }
 //Function to handle statemachine
 public void ChangeState( State<EnemySniperScript> s )
 {
     if(s.GetType().Name == "Sniper_AttackPlayer"){
         CurrentState = StateID.attacking;
     }
     if(s.GetType().Name == "Sniper_MoveToPlayer"){
         CurrentState = StateID.moving;
     }
     StateMachine.ChangeState ( s );
 }
Exemple #16
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 public void AddTransition(Transition newTransition, StateID newId)
 {
     if (map.ContainsKey (newTransition))
     {
         Debug.LogError("Error: Transition " + newTransition + " already in map.");
         return;
     }
     map.Add (newTransition, newId);
     Debug.Log ("Added transition: " + newTransition);
 }
Exemple #17
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 /// <summary>
 /// Adds a transition with the corresponding state.
 /// </summary>
 /// <param name="transition">Transition</param>
 /// <param name="id">State</param>
 public void AddTransition(Transition transition, StateID id)
 {
     // Check if the params are invalid, if valid --> add Transition to the map.
     if (transition == Transition.NullTransition)
         Debug.LogError("FSMState: NullTransition!");
     else if (id == StateID.NullStateID)
         Debug.LogError("FSMState: NullStateID!");
     else if (map.ContainsKey(transition))
         Debug.LogError("FSMState: State " + stateID.ToString() + " already has transition " + transition.ToString() + "!");
     else
         map.Add(transition, id);
 }
Exemple #18
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 public FSMState GetFSMState(StateID stateId)
 {
     int numFSMStates = allFSMStates.Count;
     for(int i = 0; i < numFSMStates; ++i)
     {
         FSMState fsmState = allFSMStates[i];
         if (fsmState != null && fsmState.GetStateId() == stateId)
         {
             return fsmState;
         }
     }
     return null;
 }
    public override void ChangeState(StateID stateID)
    {
        // Cambio la animacion
        ChangeAnimation(stateID == StateID.Stop ? StateID.Forward : stateID);

        // Paro el sonido anterior
        Sounds[(int)CurrentState.ID].Stop();

        // Cambio el estado
        base.ChangeState(stateID);

        // Cambio el sonido en reproduccion
        Sounds[(int)CurrentState.ID].Play();
    }
Exemple #20
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        /// <summary>
        /// Class constructor.
        /// <param name="id">State identifier</param>
        /// </summary>
        protected State(StateID id)
        {
            //Set identifier
            m_ID = id;

            //Set default value
            m_Active		= true;
            m_PopUp			= false;
            m_VisibleCursor = false;

            //Create layers
            m_Layer = SpriteManager.AddLayer();
            m_Panel = new List<Control>();
        }
Exemple #21
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 public bool GotoFSMState(StateID stateId)
 {
     FSMState fsmState = this.GetFSMState(stateId);
     if(fsmState == null)
     {
         return false;
     }
     if(this.currentFSMState != null)
     {
         this.currentFSMState.Exit();
     }
     this.currentFSMState = fsmState;
     this.currentFSMState.Enter();
     return true;
 }
Exemple #22
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	/// <summary>
	/// Method om de state te wijzigen
	/// </summary>
	public void SetState(StateID stateID) {

		/** als we de stateID niet kennen als state: stop deze functie dan */
		if(!states.ContainsKey(stateID))
			return;

		/** als we ons al in een state bevinden: geef de state de mogelijkheid zich op te ruimen */
		if(currentState != null)
			currentState.Leave();

		/** we stellen de nieuwe currentState in */
		currentState = states[stateID];

		/** we geven de nieuwe state de mogelijkheid om zich zelf in te stellen */
		currentState.Enter();
	}
Exemple #23
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 /// <summary>
 /// Create a new state based on state identifier.
 /// </summary>
 /// <param name="id">State type identifier.</param>
 /// <param name="parameters">Parameter that is needed by the state constructor</param>
 /// <returns></returns>
 public State CreateState(StateID id, object[] parameters)
 {
     //Return state based on ID
     switch (id) {
         case StateID.Title:	        return new StateTitle();
         case StateID.Story:         return new StateStory(parameters[0] as string, parameters[1] as string);
         case StateID.Config:        return new StateConfig();
         case StateID.Game:	        return new StateGame((Player)parameters[0], parameters[1] as Game.GameData);
         case StateID.GameOver:      return new StateGameOver((int)parameters[0], (TimeSpan)parameters[1], (int)parameters[2], (int)parameters[3]);
         case StateID.Pause:         return new StatePause((bool)parameters[0]);
         case StateID.InitEditor:    return new StateInitEditor();
         case StateID.Editor:        return new StateEditor((int)parameters[0], (int)parameters[1]);
         case StateID.Credit:        return new StateStory(parameters[0] as string, parameters[1] as string);
         default:			        throw new Exception(Global.UNKNOWNSTATE_ERROR);
     }
 }
    public void DeleteState(StateID id)
    {
        if (id == StateID.NullStateID)
        {
            Debug.LogError("StateManager DeleteState(): NullStateID!");
            return;
        }

        foreach (NPCState state in states)
        {
            if (state.ID == id)
            {
                states.Remove(state);
                return;
            }
        }
        Debug.LogError("StateManager DeleteState(): " + id.ToString() + " not in list");
    }
Exemple #25
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    public void DelateFsmState(StateID id)//移除状态
    {
        if (id == StateID.NullStateId)
        {
            Debug.LogError("NullStateID is not allowed for a real state");
            return;
        }

        foreach (FSM_State state in states)
        {
            if (state.ID == id)
            {
                states.Remove(state);
                return;
            }
        }
        Debug.LogError("FSM ERROR: Impossible to delete state " + id.ToString() +
                       ". It was not on the list of states");
    }
Exemple #26
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    public override void UpdateController()
    {
        if (this.fsm != null && this.fsm.CurrentState != null)
        {
            if (LastStateID != CurrentStateID)
            {
                Debug.LogWarning("CurrentState :" + CurrentStateID.ToString());
                LastStateID = CurrentStateID;
            }
            this.fsm.CurrentState.DoCheck();
            this.fsm.CurrentState.DoAct();
        }

        if (this.aniController != null)
        {
            this.aniController.UpdateAnimation();
        }
        this.aniController.sprite_main.SortingOrder = 10000 - (int)this.myTransform.position.y;
    }
Exemple #27
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    public void DeleteState(StateID id)
    {
        if (id == StateID.NULL)
        {
            Debug.LogError("id is not allowed null");
            return;
        }

        foreach (FSMState fsmState in states)
        {
            if (fsmState.ID == id)
            {
                states.Remove(fsmState);
                break;
            }
        }

        Debug.LogError("you will delete" + id.ToString() + "is not exist");
    }
Exemple #28
0
 public void AddTransition(Transition trans, StateID stateID)
 {
     if (trans == Transition.NullTransition)
     {
         Debug.LogError("添加转换条件失败,不可为空条件");
         return;
     }
     if (stateID == StateID.NullState)
     {
         Debug.LogError("添加转换状态失败,不可为空状态");
         return;
     }
     if (_Map.ContainsKey(trans))
     {
         Debug.LogError("添加转换条件失败,以添加过条件");
         return;
     }
     _Map.Add(trans, stateID);
 }
Exemple #29
0
    // next method deletes a state from FSM list if it already exists
    // or prints an error message if the state should exist but doesnt.

    public void DeleteState(StateID id)
    {
        // check if its a null state
        // if so, someone f****d up, make sure that the state is instanciated at some point if you want to delete it
        if (id == StateID.NullStateID)
        {
            Debug.LogError("FSM error, the id passed in is not a real state");
            return;
        }
        foreach (FSMState state in states)
        {
            if (state.ID == id)
            {
                states.Remove(state);
                return;
            }
        }
        Debug.LogError("FRM error. impossible to delete state " + id.ToString() + ". it was not in the list of states.");
    }
Exemple #30
0
 public void AddTransition(Transition trans,StateID id)
 {
     if(trans==Transition.NullTransition)
     {
         Debug.LogError("FSM ERROR:map中转换不能为NullTransition");
         return;
     }
     if(id==StateID.NullStateID)
     {
         Debug.LogError("FSM ERROR:空状态标签不能添加到map中,而且一个实际的状态标签不能为空");
         return;
     }
     if(map.ContainsKey(trans))
     {
         Debug.LogError(id.ToString()+"FSM ERROR:已经存在"+trans.ToString()+"的转换了");
         return;
     }
     map.Add(trans,id);
 }
Exemple #31
0
 public void DeleteState(StateID id)
 {
     if(id==StateID.NullStateID)
     {
         Debug.LogError("FSM ERROR:状态机中不可能存在空状态");
         return;
     }
     foreach(FSMState state in states)
     {
         if(state.ID==id)
         {
             states.Remove(state);
             state.StateChange-=StateChange;
             return;
         }
     }
     Debug.LogError ("FSM ERROR:状态机中的不存在ID为"+id.ToString()+"的状态");
     return;
 }
Exemple #32
0
    /// <summary>
    /// 트랜지션 확인.
    /// </summary>
    public void PerformTransition(Transition trans)
    {
        // Check for NullTransition before changing the current state
        if (trans == Transition.NullTransition)
        {
            Debug.LogError("FSM ERROR: NullTransition is not allowed for a real transition");
            return;
        }

        // Check if the currentState has the transition passed as argument
        StateID id = currentState.GetOutputState(trans);
        if (id == StateID.NULLSTATEID)
        {
            if (currentState.controller == null)
            {
                Debug.LogError("FSM ERROR: State " + currentStateID.ToString() + " does not have a target state " + " for transition " + trans.ToString());
            }
            else
            {
                Debug.LogError("FSM ERROR: State " + currentStateID.ToString() + " does not have a target state " + " for transition " + trans.ToString() + " at " + currentState.controller.gameObject.name);
            }
            return;
        }

        // Update the currentStateID and currentState
        currentStateID = id;
        foreach (FSMState state in states)
        {
            if (state.ID == currentStateID)
            {
                // Do the post processing of the state before setting the new one
                currentState.DoBeforeLeaving();

                currentState = state;

                // Reset the state to its desired condition before it can reason or act
                currentState.DoBeforeEntering();
                break;
            }
        }

    } // PerformTransition()
Exemple #33
0
 //删除状态
 public void DeleteState(StateID id)
 {
     if (id == StateID.NullStateID)
     {
         Debug.LogError("FSM ERROR: NullStateID is not allowed for a real state");
         return;
     }
     //遍历列表,若存在该状态则删除
     foreach (FSMstate state in states)
     {
         if (state.ID == id)
         {
             states.Remove(state);
             return;
         }
     }
     //否则打印错误信息
     Debug.LogError("FSM ERROR: Impossible to delete state " + id.ToString() +
                    ". It was not on the list of states");
 }
Exemple #34
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 /// <summary>
 /// Deletes a state if it exists.
 /// </summary>
 /// <param name="id">State id</param>
 public void DeleteState(StateID id)
 {
     if (id == StateID.NullStateID)
     {
         Debug.LogError("FSMSystem: NullStateID not allowed!");
     }
     else
     {
         //Search for the state.
         foreach (FSMState state in states)
         {
             if (state.ID == id)
             {
                 states.Remove(state);
                 return;         // :(
             }
         }
         Debug.LogError("FSMState: State with the id " + id.ToString() + " was not found.");
     }
 }
Exemple #35
0
    /// <summary>
    /// Change state
    /// </summary>
    public void SetState(StateID stateID)
    {
        /** If we don't know the state, stop this function */
        if (!states.ContainsKey(stateID))
        {
            return;
        }

        /** If we already have a state, give the state a chance to clear itself */
        if (currentState != null)
        {
            currentState.Leave();
        }

        /** set new 'CurrentState' */
        currentState = states[stateID];

        /** Give the new state a chance to set up */
        currentState.Enter();
    }
    /// <summary>
    /// Returns other values related to this form control.
    /// </summary>
    /// <returns>Returns an array where first dimension is attribute name and the second dimension is its value.</returns>
    public override object[,] GetOtherValues()
    {
        if (!String.IsNullOrEmpty(StateIDColumnName))
        {
            // Set properties names
            object[,] values = new object[1, 2];
            values[0, 0]     = StateIDColumnName;
            if (StateID > 0)
            {
                values[0, 1] = StateID.ToString();
            }
            else
            {
                values[0, 1] = null;
            }

            return(values);
        }
        return(null);
    }
Exemple #37
0
    /// <summary>
    /// This method delete a state from the FSM List if it exists,
    ///   or prints an ERROR message if the state was not on the List.
    /// </summary>
    public void DeleteState(StateID fsmState)
    {
        // Check for NullState before deleting
        if (fsmState == StateID.None)
        {
            Debug.LogError("FSM ERROR: bull id is not allowed");
            return;
        }

        // Search the List and delete the state if it´s inside it
        foreach (FSMState state in fsmStates)
        {
            if (state.ID == fsmState)
            {
                fsmStates.Remove(state);
                return;
            }
        }
        Debug.LogError("FSM ERROR: The state passed was not on the list. Impossible to delete it");
    }
Exemple #38
0
 /// <summary>
 /// Adds a transition with the corresponding state.
 /// </summary>
 /// <param name="transition">Transition</param>
 /// <param name="id">State</param>
 public void AddTransition(Transition transition, StateID id)
 {
     // Check if the params are invalid, if valid --> add Transition to the map.
     if (transition == Transition.NullTransition)
     {
         Debug.LogError("FSMState: NullTransition!");
     }
     else if (id == StateID.NullStateID)
     {
         Debug.LogError("FSMState: NullStateID!");
     }
     else if (map.ContainsKey(transition))
     {
         Debug.LogError("FSMState: State " + stateID.ToString() + " already has transition " + transition.ToString() + "!");
     }
     else
     {
         map.Add(transition, id);
     }
 }
    public void AddTransition(FSMTransition transition, StateID id)
    {
        // Check if anyone of the args is invallid
        if (transition == FSMTransition.None || id == StateID.None)
        {
            Debug.LogWarning("FSMState : Null transition not allowed");
            return;
        }

        //Since this is a Deterministc FSM,
        //Check if the current transition was already inside the map
        if (map.ContainsKey(transition))
        {
            Debug.LogWarning("FSMState ERROR: transition is already inside the map");
            return;
        }

        map.Add(transition, id);
        //  Debug.Log("Added : " + transition + " with ID : " + id);
    }
Exemple #40
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    public void ChangeState(Translate tr)
    {
        if (tr == Translate.NullTrans)
        {
            Debug.LogError("can't find the state");
        }

        StateID statusID = currentState.GetOutState(tr);

        foreach (FMS_State state in states)
        {
            if (statusID == state.ID)
            {
                currentState.DoBeforeLeave();
                currentState = state;
                currentState.DoBeforeEnter();
                break;
            }
        }
    }
Exemple #41
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    /// 删除状态
    public void DeleteState(StateID id)
    {
        // 空值检验
        if (id == StateID.NullStateID)
        {
            Debug.LogError("FSM ERROR: 状态ID 不可为空ID");
            return;
        }

        // 遍历并删除状态
        foreach (FSMState state in states)
        {
            if (state.ID == id)
            {
                states.Remove(state);
                return;
            }
        }
        Debug.LogError("FSM ERROR: 无法删除状态 " + id.ToString() + ". 状态列表中不存在");
    }
    public void SetTransition(Transition t)
    {
        StateID NextActionStateID = fsm.CurrentState.GetOutputState(t);

        //only attack action need to check attack AI strategy
        if (StateIDToActionID.ContainsKey(NextActionStateID))
        {
            Action NextAction  = StateIDToActionID[NextActionStateID];
            float  ActionValue = DragonKnowledge.GetStateActionValue(fsm.CurrentState.MDPQstate.EndState, NextAction);
            if (ActionValue < -0.006 || DragonKnowledge.GetStateLearningInfo(fsm.CurrentState.MDPQstate.EndState))
            {
                //performing UCB and find the next action
                StateID NextStateID = DragonKnowledge.UCBPolicy(fsm.CurrentState.MDPQstate.EndState);
                fsm.PerformAITransition(NextStateID);
                return;
            }
        }

        fsm.PerformTransition(t);
    }
    public void AddTransition(FSMTransition transition, StateID id)
    {
        // Check if anyone of the args is invallid
        if (transition == FSMTransition.None || id == StateID.None)
        {
            Debug.LogWarning("FSMState : Null transition not allowed");
            return;
        }

        //Since this is a Deterministc FSM,
        //Check if the current transition was already inside the map
        if (map.ContainsKey(transition))
        {
            Debug.LogWarning("FSMState ERROR: transition is already inside the map");
            return;
        }

        map.Add(transition, id);
          //  Debug.Log("Added : " + transition + " with ID : " + id);
    }
    // Delete State
    public void DeleteState(StateID id)
    {
        if(id == StateID.NULL)
        {
            Debug.LogError("Unable to Delete Null State");
            return;
        }

        foreach(FSMState s in states)
        {
            if(s.STATE_ID == id)
            {
                states.Remove(s);
                return;
            }
        }

        // Unable to locate State
        Debug.LogError("Unable to locate state with StateID: " + id.ToString());
    }
Exemple #45
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    /// <summary>
    /// Method om de state te wijzigen
    /// </summary>
    public void SetState(StateID stateID)
    {
        /** als we de stateID niet kennen als state: stop deze functie dan */
        if (!states.ContainsKey(stateID))
        {
            return;
        }

        /** als we ons al in een state bevinden: geef de state de mogelijkheid zich op te ruimen */
        if (currentState != null)
        {
            currentState.Leave();
        }

        /** we stellen de nieuwe currentState in */
        currentState = states[stateID];

        /** we geven de nieuwe state de mogelijkheid om zich zelf in te stellen */
        currentState.Enter();
    }
Exemple #46
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    public void AddTransition(Transition trans, StateID id)
    {
        if (trans == Transition.NullTransition || id == StateID.NullStateID)
        {
            Debug.LogError("transition or id is null");
            return;
        }

        if (map == null)
        {
            Debug.LogError("map is null");
        }
        if (map.ContainsKey(trans))
        {
            Debug.LogError("transition is already in dictionary");
            return;
        }

        map.Add(trans, id);
    }
Exemple #47
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        public void AddTrantision(Transition transition, StateID stateID)
        {
            if (transition == Transition.NullTransition)
            {
                Debug.LogError("FSMState Error: transition 不允许为空");
                return;
            }
            if (stateID == StateID.NullStateID)
            {
                Debug.LogError("FSMState Error: stateID 不允许为空");
                return;
            }
            if (map.ContainsKey(transition))
            {
                Debug.Log("FSMState Error: transition 已经存在map中");
                return;
            }

            map.Add(transition, stateID);
        }
Exemple #48
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    public void EndCurrentStateToOtherState(StateID id)
    {
        if (!IsAlive)
        {
            return;
        }
        if (NpcControl.Fsm.CurrentStateID != id)
        {
            switch (id)
            {
            case StateID.Idle:
                NpcControl.SetTransition(Transition.Idle, this);
                break;

            case StateID.Walk:
                NpcControl.SetTransition(Transition.FreeWalk, this);
                break;

            case StateID.Acct:
                NpcControl.SetTransition(Transition.Acct, this);
                break;

            case StateID.Skill:
                NpcControl.SetTransition(Transition.Skill, this);
                break;

            case StateID.Switch:
                NpcControl.SetTransition(Transition.Switch, this);
                break;

            case StateID.CrashPlayer:
                NpcControl.SetTransition(Transition.CrashPlayer, this);
                break;

            case StateID.Dead:
                ItemDropMgr.Instance.DropRareItem(CacheModel.position, Attribute.Score, GameMgr.Instance.ItemRoot);
                NpcControl.SetTransition(Transition.Dead, this);
                break;
            }
        }
    }
    //从系统中删除状态
    public void DeleteState(StateID id)
    {
        if (id == StateID.NullStateID)
        {
            Debug.LogError("FSM ERROR: NullState is not allowed for a real state");
            return;
        }

        foreach (FSMState state in states)
        {
            if (state.ID != id)
            {
                continue;
            }

            states.Remove(state);
            return;
        }
        Debug.LogError("FSM ERROR: Impossible to delete state " + id +
                       ". It was not on the list of states");
    }
Exemple #50
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    //控制状态之间的转换
    public void PreformTransition(Transition trans)
    {
        if (trans == Transition.NullTransition)
        {
            Debug.LogError("NullTransition is not allowed for real transition ");
            return;
        }
        StateID id = currentState.GetOutputState(trans);

        if (id == StateID.NullStateID)
        {
            Debug.Log("Transition is not to be happened!没有符合条件的转换");
            return;
        }
        FSMState state;

        states.TryGetValue(id, out state);
        currentState.DoBeforeLeaving();
        currentState = state;
        currentState.DoBeforeEntering();
    }
Exemple #51
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    /// <summary>
    /// 基于转换参数,改变现在的状态
    /// </summary>
    /// <param name="trans"></param>
    public void PerformTransition(Transition trans)
    {
        // 根绝当前的状态类,以Trans为参数调用它的 GetOutputState 方法
        StateID id = currentState.GetNextState(trans);

        // 更新现在的状态
        currentStateID = id;
        FSMState fs;

        if (states.TryGetValue(currentStateID, out fs))
        {
            currentState.DoBeforeLeaving();
            currentState = fs;
            currentState.DoBeforeEntering();
        }
        else
        {
            Debug.LogError("FSM CHANGE ERROR: The FsmSystem is not contain the FsmState.");
            return;
        }
    }
Exemple #52
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    private void SwitchState(StateID state)
    {
        switch (state)
        {
        case StateID.Follow:
            Follow();
            break;

        case StateID.Attack:
            Attack();
            break;

        case StateID.Idle:
            Idle();
            break;

        default:
            Idle();
            break;
        }
    }
Exemple #53
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        /// <summary>Finds the Main Animal used as Player on the Active Scene</summary>
        void FindMainAnimal()
        {
            var animal = MAnimal.MainAnimal;

            if (animal)
            {
                activePlayer = animal.gameObject;                   //Set the Current Player
                activeAnimal = animal;                              //Set the Current Controller

                animal.OnStateChange.AddListener(OnCharacterDead);  //Listen to the Animal changes of states
                animal.TeleportRot(transform);                      //Move the Animal to is Start Position

                RespawnState = RespawnState ?? animal.OverrideStartState;

                animal.OverrideStartState = RespawnState;
            }
            else if (activePlayer == null && player != null)
            {
                InstantiateNewPlayer();
            }
        }
Exemple #54
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    private Dictionary <Translate, StateID> map = new Dictionary <Translate, StateID>(); //在某一状态下,事件引起了触发进入另一个状态
    // 于是我们定义了一个字典,存储的便是触发的类型,以及对应要进入的状态
    public void addDictionary(Translate tr, StateID id1)                                 //向字典里添加
    {
        if (tr == Translate.NullTrans)
        {
            Debug.LogError("Null Trans is not allower to adding into");
            return;
        }

        if (ID == StateID.NullState)
        {
            Debug.LogError("Null State id not ~~~");
            return;
        }
        if (map.ContainsKey(tr))                      //NPC  任何时候都只能出于一种状态,所以一旦定义了一个触发的枚举类型,对应的只能是接下来的一种状态
        {
            Debug.LogError(id1.ToString() + "is already added to");
            return;
        }

        map.Add(tr, id1);
    }
Exemple #55
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    public void AddTRANSITION(Transition trans, StateID id)
    {
        if (trans == Transition.NullTransition)
        {
            Debug.LogError("The Transition is error");
            return;
        }

        if (id == StateID.NullStateID)
        {
            Debug.LogError("The State is error");
            return;
        }

        if (map.ContainsKey(trans))
        {
            Debug.LogError("The FSM already have this transition for state");
            return;
        }
        map.Add(trans, id);
    }
Exemple #56
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    } // PerformTransition()

    public State GetState(StateID id)
    {
        // Check for NullState before deleting
        if (id == StateID.eStateID_Null)
        {
            Debug.LogError("FSM ERROR: NullStateID is not allowed for a real state");
            return(null);
        }

        // Search the List and delete the state if it's inside it
        foreach (State state in _states)
        {
            if (state.ID == id)
            {
                return(state);
            }
        }
        Debug.LogError("FSM ERROR: Impossible to get state " + id.ToString() +
                       ". It was not on the list of states");
        return(null);
    }
Exemple #57
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    /// <summary>
    /// This method delete a state from the FSM List if it exists,
    ///   or prints an ERROR message if the state was not on the List.
    /// </summary>
    public void DeleteState(StateID id)
    {
        // Check for NullState before deleting
        if (id == StateID.NullStateID)
        {
            Debug.LogError("FSM ERROR: NullStateID is not allowed for a real state");
            return;
        }

        // Search the List and delete the state if it's inside it
        foreach (FSMState state in states)
        {
            if (state.ID == id)
            {
                states.Remove(state);
                return;
            }
        }
        Debug.LogError("FSM ERROR: Impossible to delete state " + id.ToString() +
                       ". It was not on the list of states");
    }
Exemple #58
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    protected void CountryID_SelectedIndexChanged(object sender, EventArgs e)
    {
        System.Data.DataView dv = (System.Data.DataView) this.HasStateDataSource.Select(DataSourceSelectArguments.Empty);
        string hasState         = dv[0][0].ToString();

        if (hasState == "True")
        {
            this.lblStateID.Style.Add("display", "");
            StateID.Style.Add("display", "");
            StateID.DataBind();
            StateID.Items.Insert(0, new ListItem("--Select--", "0"));
            StateID.SelectedIndex  = -1;
            StateValidator.Enabled = true;
        }
        else
        {
            this.lblStateID.Style.Add("display", "none");
            StateID.Style.Add("display", "none");
            StateValidator.Enabled = false;
        }
    }
Exemple #59
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        /// <summary>
        /// State manager class constructor
        /// </summary>
        public StateManager(StateID id, object[] parameters)
        {
            //Save starting state data
            m_StartState		= id;
            m_StartParameters	= parameters;

            //Set device
            m_SpriteBatch   = null;
            m_Device        = new GraphicsDeviceManager(this);

            //Configure engine
            #region Engine configuration
            Content.RootDirectory				= CONTENT_ROOT;
            IsMouseVisible						= SHOW_CURSOR;
            IsFixedTimeStep						= FIXED_STEP;
            m_Device.IsFullScreen               = Global.APP_FULLSCREEN;
            m_Device.PreferMultiSampling        = Global.APP_ANTIALIAS;
            m_Device.PreferredBackBufferWidth	= Global.APP_WIDTH;
            m_Device.PreferredBackBufferHeight	= Global.APP_HEIGHT;

            #endregion

            //Create GUI Manager
            #region Global GUI manager instantiation
            Global.GUIManager = new Manager(this, m_Device, GUI_SKIN, false);
            Global.GUIManager.RenderTargetUsage = RenderTargetUsage.DiscardContents;
            #endregion

            //Create other global engines
            Global.SoundManager = new SoundManager();
            Global.Logger		= new Logger(Global.APP_NAME);

            //Create state list
            m_Depth		= 0;
            m_StateList = new LinkedList<State>();
            m_StateList.Clear();

            //Logging
            Global.Logger.AddLine("Engine started.");
        }
Exemple #60
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	public void AddTransition(Transition trans, StateID id)
	{
		if(trans == Transition.NullTransition)
		{
			Debug.LogError("FSMState Error: NullTransition is not allowed for a real transition");
			return;
		}
		
		if(id == StateID.NullStateID)
		{
			Debug.LogError("FSMState Error: NullStateID is not allowed for a real ID");
			return;
		}
		
		if(map.ContainsKey(trans))
		{
			Debug.LogError("FSMState Error: State " + stateID.ToString() + " already has transition " + trans.ToString() + ". Impossible to assign to another state");
			return;
		}
		
		map.Add(trans, id);
	}