// The first definition should be the root
    public GameStateDefinitionGraph(GameStateDefinition[] gameStateDefinitions)
    {
        this.gameStateDefinitions = gameStateDefinitions;

        nodeArray = new GameStateNode[gameStateDefinitions.Length];

        for (int i = 0; i < gameStateDefinitions.Length; i++)
        {
            GameStateDefinition definition = gameStateDefinitions[i];
            if (definition == null)
            {
                continue;
            }

            GameStateNode newNode = new GameStateNode(definition, i);

            if (root == null)
            {
                root = newNode; // only first node will apply this
            }

            nodeArray[i] = newNode;
            nodeDictionary.Add(definition, newNode);
        }


        foreach (var node in nodeArray)
        {
            node.PopulateNeighbors(FindGameStateNode);
        }
    }
Esempio n. 2
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    void Internal_TransitionToState(GameStateDefinition gameStateSettings, GameStateParam[] parameters)
    {
        if (gameStateSettings == null)
        {
            Log.Error("[GameStateManager] Trying to transition to a null GameState");
            return;
        }

        _parameters = parameters;

        GameState newGameState = _gameStateFactory.CreateGameState(gameStateSettings);

        newGameState.SetDefinition(gameStateSettings);

        if (newGameState == null)
        {
            Log.Error("[GameStateManager] Failed to create a GameState from gameStateSettings: " + gameStateSettings.GetType()
                      + ". You may have forgot to register it in the factory.");
            return;
        }

        _targetGameState = newGameState;

        if (log)
#pragma warning disable CS0162 // Unreachable code detected
        {
            Log.Info("[GameStateManager] Transitioning from " + GetPrintGameStateName(_currentGameState) + " to " + GetPrintGameStateName(_targetGameState) + "...");
        }
#pragma warning restore CS0162 // Unreachable code detected
        _currentGameState?.BeginExit(_parameters);
    }
    public GameStateNode FindGameStateNode(GameStateDefinition definition)
    {
        if (definition == null)
        {
            return(null);
        }

        return(nodeDictionary[definition]);
    }
    public override void SetDefinition(GameStateDefinition definition)
    {
        base.SetDefinition(definition);

        _specificDefinition = (GameStateDefinitionLobbyBase)definition;
    }
Esempio n. 5
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 public override void SetDefinition(GameStateDefinition definition)
 {
     base.SetDefinition(definition);
     _specificDefinition = (GameStateDefinitionInGameOnline)definition;
 }
Esempio n. 6
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 public GameStateNode(GameStateDefinition gameStateDefinition, int index)
 {
     this.gameStateDefinition = gameStateDefinition;
     this.index = index;
 }
    public List <GameStateDefinition> FindPathToGameState(GameStateDefinition current, GameStateDefinition destination)
    {
        if (current == null || destination == null)
        {
            throw new NullReferenceException("Trying to find path to game state, but the method was called with null arguments");
        }

        // ___________________________________________ Variable setup ___________________________________________ //
        GameStateNode startNode = nodeDictionary[destination];

        int[]                distances = new int[nodeArray.Length];
        GameStateNode[]      previous  = new GameStateNode[nodeArray.Length];
        List <GameStateNode> queue     = new List <GameStateNode>(nodeArray);

        for (int i = 0; i < distances.Length; i++)
        {
            distances[i] = int.MaxValue - 1;
        }

        distances[startNode.index] = 0;

        // ___________________________________________ Helper methods ___________________________________________ //
        int DistanceTo(GameStateNode node)
        {
            return(distances[node.index]);
        }

        void SetDistanceTo(GameStateNode node, int dist)
        {
            distances[node.index] = dist;
        }

        void SetPrevTo(GameStateNode node, GameStateNode prev)
        {
            previous[node.index] = prev;
        }

        GameStateNode PopNodeWithLowestDist()
        {
            int           record       = int.MaxValue;
            GameStateNode recordHolder = null;
            int           recordI      = -1;

            for (int i = 0; i < queue.Count; i++)
            {
                if (DistanceTo(queue[i]) < record)
                {
                    record       = DistanceTo(queue[i]);
                    recordHolder = queue[i];
                    recordI      = i;
                }
            }

            queue.RemoveAt(recordI);

            return(recordHolder);
        }

        // ___________________________________________ Algo ___________________________________________ //
        while (queue.Count > 0)
        {
            GameStateNode u = PopNodeWithLowestDist();

            int fullPathLengthToNeighborsOfU = DistanceTo(u) + 1;
            for (int i = 0; i < u.neighbors.Count; i++)
            {
                if (fullPathLengthToNeighborsOfU < DistanceTo(u.neighbors[i]))
                {
                    SetDistanceTo(u.neighbors[i], fullPathLengthToNeighborsOfU);
                    SetPrevTo(u.neighbors[i], u);
                }
            }
        }

        // ___________________________________________ Build path ___________________________________________ //

        GameStateNode toAdd             = nodeDictionary[current];
        List <GameStateDefinition> path = new List <GameStateDefinition>();

        while (toAdd != null)
        {
            path.Add(toAdd.gameStateDefinition);
            toAdd = previous[toAdd.index];
        }

        return(path);
    }
Esempio n. 8
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    public override void SetDefinition(GameStateDefinition definition)
    {
        base.SetDefinition(definition);

        _specificDefinition = (GameStateDefinitionRootMenu)definition;
    }
 public GameState CreateGameState(GameStateDefinition settings)
 {
     return(_factory.CreateValue(settings.GetType()));
 }
Esempio n. 10
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 static public void TransitionToState(GameStateDefinition gameStateSettings, params GameStateParam[] parameters)
 {
     Instance.Internal_TransitionToState(gameStateSettings, parameters);
 }
Esempio n. 11
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 public virtual void SetDefinition(GameStateDefinition definition)
 {
     this.Definition = definition;
 }