// 转换行为状态到生物状态 static public BeingState convBehaviorState2BeingState(BehaviorState behaviorState) { BeingState retState = BeingState.BSIdle; switch (behaviorState) { case BehaviorState.BSIdle: { retState = BeingState.BSIdle; } break; case BehaviorState.BSWander: { retState = BeingState.BSWalk; } break; case BehaviorState.BSFollow: { retState = BeingState.BSWalk; } break; } return(retState); }
static public StateId getStateIdByBeingState(BeingState beingState) { switch (beingState) { case BeingState.BSIdle: { return ASIDLE; } case BeingState.BSWalk: { return ASIWALK; } case BeingState.BSRun: { return ASRUN; } } return ASIDLE; }
static public StateId getStateIdByBeingState(BeingState beingState) { switch (beingState) { case BeingState.BSIdle: { return(ASIDLE); } case BeingState.BSWalk: { return(ASIWALK); } case BeingState.BSRun: { return(ASRUN); } } return(ASIDLE); }
static public eBeingActId convBeingState2ActState(BeingState beingState, BeingSubState beingSubState) { switch (beingState) { case BeingState.BSIdle: { return(eBeingActId.ActIdle); } case BeingState.BSWalk: { return(eBeingActId.ActWalk); } case BeingState.BSRun: { return(eBeingActId.ActRun); } } return(eBeingActId.ActIdle); }
public eBeingActId convState2Act(BeingState state) { return eBeingActId.ActIdle; }
public eBeingActId convState2Act(BeingState state) { return(eBeingActId.ActIdle); }