Exemple #1
0
 /// <summary>
 /// Creates a new stack within the StateMachine.
 /// </summary>
 /// <param name="stackName">The string key for the new stack.</param>
 /// <param name="rootState">The start state for the new stack.</param>
 public void CreateStack(String stackName, AbstractState rootState)
 {
     String s = stackName.ToLower();
     if (stackDictionary.ContainsKey(s))
         throw new ArgumentException("Stack '" + s + "' already exists in the state machine.");
     Stack<AbstractState> stack = new Stack<AbstractState>();
     stackDictionary.Add(s, stack);
     this.PushState(s, rootState);
 }
Exemple #2
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        /// <summary>
        /// Constructor.
        /// </summary>
        /// <param name="gameInstance">The instance for this game.</param>
        /// <param name="rootState">The root state to start the StateMachine on.</param>
        public StateMachine(AbstractState rootState)
        {
            currentStack = "main";
            stackDictionary = new Dictionary<String,Stack<AbstractState>>();
            this.CreateStack(currentStack, rootState);

            Game.GameProcessing += new EventHandler<EventArgs>(GameProcessing);

            Game.InputSystem.CommandStarted += new EventHandler<Input.InputSystem.CommandEventArgs>(InputSystem_CommandStarted);
            Game.InputSystem.CommandEnded += new EventHandler<Input.InputSystem.CommandEventArgs>(InputSystem_CommandEnded);
            Game.InputSystem.CommandTriggered += new EventHandler<Input.InputSystem.CommandEventArgs>(InputSystem_CommandTriggered);
        }
        /// <summary>
        /// Invoked after a state is popped from the stack, after that state's StateEnded
        /// but before this state's next GameLoopTick.
        /// </summary>
        /// <param name="previousState">
        /// The state most recently popped from the state machine. Can be used with
        /// inherited states to access data (i.e., a dialog box's stateful contents).
        /// </param>
        protected internal virtual void StateResumed(AbstractState previousState)
        {
#if DEBUG
            Console.WriteLine(this.GetType().Name + ".StateResumed(" + previousState.GetType().Name + ")");
#endif
        }
Exemple #4
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        /// <summary>
        /// Pushes a state onto the specified stack.
        /// </summary>
        /// <param name="stackName">The stack on which to place the state.</param>
        /// <param name="newState">The state to add to the specified stack.</param>
        public void PushState(String stackName, AbstractState newState)
        {
            String s = stackName.ToLower();
            if (stackDictionary.ContainsKey(s) == false)
                throw new ArgumentException("Stack '" + s + "' does not exist in the state machine.");

            if (s != "main" || this.stackDictionary["main"].Count > 0)
            {
                newState.Parent = this.stackDictionary[s].Peek();
                newState.Parent.StatePaused();
            }

            this.stackDictionary[s].Push(newState);
            newState.StateMachine = this;
            newState.StateStarted();
        }
Exemple #5
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 /// <summary>
 /// Pushes a state onto the currently active stack (making it the new running state).
 /// </summary>
 /// <param name="newState">The state to add to the currently active stack.</param>
 public void PushState(AbstractState newState)
 {
     this.PushState(this.currentStack, newState);
 }
Exemple #6
0
 /// <summary>
 /// Invoked after a state is popped from the stack, after that state's StateEnded
 /// but before this state's next GameLoopTick.
 /// </summary>
 /// <param name="previousState">
 /// The state most recently popped from the state machine. Can be used with
 /// inherited states to access data (i.e., a dialog box's stateful contents).
 /// </param>
 protected internal virtual void StateResumed(AbstractState previousState)
 {
     #if DEBUG
     Console.WriteLine(this.GetType().Name + ".StateResumed(" + previousState.GetType().Name + ")");
     #endif
 }
Exemple #7
0
 /// <summary>
 /// Pushes a state onto the currently active stack (making it the new running state).
 /// </summary>
 /// <param name="newState">The state to add to the currently active stack.</param>
 public void PushState(AbstractState newState)
 {
     this.PushState(this.currentStack, newState);
 }