/// <summary> /// 切换FSM状态 /// </summary> /// <param name="flag"></param> /// <param name="args"></param> public void transFsm(E_FsmState flag, params object[] args) { if (this.fsm != null) { fsmState = this.fsm.transFsm(flag, args); } }
//fsm接口 public static void transFsm(int roleId, int flag, params object[] args) { BaseEntity role = EntityMgr.Instance.getEntity(roleId); if (role != null) { E_FsmState eFlag = (E_FsmState)flag; role.transFsm(eFlag, args); } }
public E_FsmState transFsm(E_FsmState flag, params object[] args) { if (statePool.ContainsKey(flag)) { nextState = statePool[flag]; nextState.onEnter(args); return(flag); } return(nowState.sType); }
public FixedFlyState(BaseEntity entity, E_FsmState sType) : base(entity, sType) { }
public StiffState(BaseEntity agent, E_FsmState sType) : base(agent, sType) { }
public CurveMoveState(BaseEntity agent, E_FsmState sType) : base(agent, sType) { }
public HorizontalMoveState(BaseEntity agent, E_FsmState sType) : base(agent, sType) { }
public PassivityFlyState(BaseEntity agent, E_FsmState sType) : base(agent, sType) { }
public SuperArmorState(BaseEntity agent, E_FsmState sType) : base(agent, sType) { }
public InitiativeFlyState(BaseEntity agent, E_FsmState sType) : base(agent, sType) { }
public BaseState(BaseEntity agent, E_FsmState sType) { this.agent = agent; this.sType = sType; }
public FlyAirState(BaseEntity agent, E_FsmState sType) : base(agent, sType) { }