Exemple #1
0
    public void PerformTransition(ZombieTransition trans)
    {
        // Check for None Transition before changing the current state
        if (trans == ZombieTransition.None)
        {
            Debug.LogError("ZombieFSM Error: None Transition is not allowed for a real transition");
            return;
        }

        // Check if the currentState has the transition passed as argument
        ZombieFSMStateID id = currentState.GetOutputState(trans);

        if (id == ZombieFSMStateID.None)
        {
            Debug.LogError("ZombieFSM Error: State " + currentStateID.ToString() + " doesn't have a target state for transition " + trans.ToString());
            return;
        }

        // Update the currentState and currentStateID
        currentStateID = id;
        foreach (ZombieFSMState state in states)
        {
            if (state.ID == currentStateID)
            {
                // Do the post processing of the state before setting the new one
                currentState = state;
                // Reset the state to its desirec condition before it can reason or act
                break;
            }
        }
    }
 public ZombieFSMStateID GetOutputState(ZombieTransition trans)
 {
     // Check if the map has this transition
     if (map.ContainsKey(trans))
     {
         return(map[trans]);
     }
     return(ZombieFSMStateID.None);
 }
        public ZombieTransition newTransition(Spawner s, bool addToList = true)
        {
            ZombieTransition trans = new ZombieTransition(s, currentLevel);

            if (addToList)
            {
                addTransition(trans);
            }

            return(trans);
        }
        public void addMastarPhase()
        {
            ZombieTransition trans = new ZombieTransition(defaultSpawner, 3);

            trans.spawnComposition   = constComposition((new List <ZombieType>()).addType(DeathZombie, 5).addType(DerangedZombie, 1));
            trans.initialZombieCount = constInt(5);
            trans.initialTime        = 20;
            trans.finalZombieCount   = constInt(15);
            trans.finalTime          = 30;
            trans.spawnRate          = constInt(100);
            trans.minSpawnDistance   = constInt(0);
            trans.maxSpawnDistance   = constInt(30);

            trans.started = delegate(Script_ZombieZone.TeamState state)
            {
                state.wipeOut();
                state.team.sendArenaMessage("mastar hasn't coded this far.  Have a good next game.");
                state.zombieMessage("It is Time for those who DIE and DIE AGAIN - DIE ONCE MORE.");
            };

            trans.final = delegate(Script_ZombieZone.TeamState state)
            {
                state.wipeOut();
                state.team.sendArenaMessage("You've beaten the game somehow.  Time to die/spec.");
                state.zombieMessage("The infection contained within all of us now emerges.  They were doomed to failure from the start.");
            };

            trans.ended = delegate(Script_ZombieZone.TeamState state)
            {
                foreach (Player player in state.team.ActivePlayers.ToList())
                {
                    player.inventoryModify(AssetManager.Manager.getItemByName("MinusHealth"), 500);
                }
            };

            transitions.Add(trans);

            //specs them if the previous kill failed.  20 seconds after to clean up.
            trans       = gracePeriod(2, false);
            trans.final = delegate(Script_ZombieZone.TeamState state)
            {
                foreach (Player player in state.team.ActivePlayers.ToList())
                {
                    if (!player.IsDead && !player.isZombie())
                    {
                        player.spec("spec");
                    }
                }
            };
            trans.finalTime = 20;
            transitions.Add(trans);
        }
        //adds a grace period to the list
        public ZombieTransition gracePeriod(int seconds, bool addToList = true)
        {
            ZombieTransition grace = new ZombieTransition(emptySpawner(), currentLevel);

            grace.initialTime = seconds;

            if (addToList)
            {
                addTransition(grace);
            }

            return(grace); //returns it in case we want to add any messages to it
        }
    public void DeleteTransition(ZombieTransition trans)
    {
        // Check for None Transition
        if (trans == ZombieTransition.None)
        {
            Debug.LogError("ZombieFSMState Error: None transition is not allowed");
            return;
        }

        // Check if the pair is inside the map before deleting
        if (map.ContainsKey(trans))
        {
            map.Remove(trans);
            return;
        }

        Debug.LogError("ZombieFSMState Error: Transition " + trans.ToString() + " passed to " + stateID.ToString() + "was not on the state's transition list");
    }
//    protected float curRotSpeed;
//    protected float curSpeed;
//    protected Vector3 desPos;

    public void AddTransition(ZombieTransition trans, ZombieFSMStateID id)
    {
        // Check if anyone of the args is invalid
        if (trans == ZombieTransition.None)
        {
            Debug.LogError("ZombieFSMState Error: None is not allowed for a real Transition");
            return;
        }

        if (id == ZombieFSMStateID.None)
        {
            Debug.LogError("ZombieFSMState Error: None is not allowed for a real ID");
            return;
        }

        // Since this is a Deterministic FSM, check fi the current transition was already inside the map
        if (map.ContainsKey(trans))
        {
            Debug.LogError("ZombieFSMState Error: State " + stateID.ToString() + "already has transition" + trans.ToString() + " Impossible to assign to another state");
            return;
        }

        map.Add(trans, id);
    }
 public void SetTransition(ZombieTransition trans)
 {
     fsm.PerformTransition(trans);
 }
 //adds transition to the back, prior to any class-defined final waves.
 public void addTransition(ZombieTransition newTransition)
 {
     transitions.Insert(transitions.Count - numFinalWaves, newTransition);
 }