public void InitCommon(IFsmTransitionHelper infoProvider, ICharacterInfoProvider characterInfo) { AddState(ActionState.CreateCommonNullState(), infoProvider, characterInfo); AddState(ActionState.CreateFireState(), infoProvider, characterInfo); AddState(ActionState.CreateSpecialFireState(), infoProvider, characterInfo); AddState(ActionState.CreateSpecialFireHold(), infoProvider, characterInfo); AddState(ActionState.CreateSpecialFireEnd(), infoProvider, characterInfo); AddState(ActionState.CreateInjuryState(), infoProvider, characterInfo); AddState(ActionState.CreateReloadState(), infoProvider, characterInfo); AddState(ActionState.CreateSpecialReloadState(), infoProvider, characterInfo); AddState(ActionState.CreateUnarmState(), infoProvider, characterInfo); AddState(ActionState.CreateDrawState(), infoProvider, characterInfo); AddState(ActionState.CreateSwitchWeaponState(), infoProvider, characterInfo); AddState(ActionState.CreatePickUpState(), infoProvider, characterInfo); AddState(ActionState.CreateMeleeAttackOneState(), infoProvider, characterInfo); AddState(ActionState.CreateMeleeAttackTwoState(), infoProvider, characterInfo); AddState(ActionState.CreateMeleeAttackSpecialState(), infoProvider, characterInfo); AddState(ActionState.CreateGrenadeState(), infoProvider, characterInfo); AddState(ActionState.CreateOpenDoorState(), infoProvider, characterInfo); AddState(ActionState.CreatePropsState(), infoProvider, characterInfo); AddState(ActionState.CreateGlidingState(), infoProvider, characterInfo); AddState(ActionState.CreateParachutingState(), infoProvider, characterInfo); AddState(ActionState.CreateBuriedBombState(), infoProvider, characterInfo); AddState(ActionState.CreateDismantleBombState(), infoProvider, characterInfo); _resetParam = ResetCommon; }
public void InitAsLeanState(IFsmTransitionHelper infoProvider) { AddState(PostureState.CreateNoPeekState(), infoProvider); AddState(PostureState.CreatePeekLeftState(), infoProvider); AddState(PostureState.CreatePeekRightState(), infoProvider); _resetParam = ResetLeanStateParam; }
public void SetTransitionHelper(IFsmTransitionHelper infoProvider) { foreach (var v in _transitions) { v.SetTransitionHelper(infoProvider); } }
public void InitTransfigurationState(IFsmTransitionHelper infoProvider, ICharacterInfoProvider characterInfo) { AddState(ActionState.CreateTransfigurationNullState(), infoProvider, characterInfo); AddState(ActionState.CreateTransfigurationStartState(), infoProvider, characterInfo); AddState(ActionState.CreateTransfigurationFinishState(), infoProvider, characterInfo); _resetParam = ResetTransfiguration; }
public void Init(IFsmTransitionHelper infoProvider) { AddState(MovementState.CreateIdleState(), infoProvider); AddState(MovementState.CreateWalkState(), infoProvider); AddState(MovementState.CreateRunState(), infoProvider); AddState(MovementState.CreateSprintState(), infoProvider); AddState(MovementState.CreateDiveMoveState(), infoProvider); _resetParam = ResetMovement; }
public PostureManager(IFsmTransitionHelper infoProvider, ICharacterInfoProvider characterInfo) { _commonFsm = new PostureFsm("StandCrouchProne"); _commonFsm.InitAsCommonState(infoProvider, characterInfo); AddFsm(_commonFsm); _leanFsm = new PostureFsm("Lean"); _leanFsm.InitAsLeanState(infoProvider, characterInfo); AddFsm(_leanFsm); }
public void InitKeep(IFsmTransitionHelper infoProvider) { AddState(ActionState.CreateKeepNullState(), infoProvider); AddState(ActionState.CreateVehiclesAnimState(), infoProvider); AddState(ActionState.CreateSightP3State(), infoProvider); AddState(ActionState.CreateRescueState(), infoProvider); _resetParam = ResetKeep; }
public ActionManager(IFsmTransitionHelper infoProvider) { _commonFsm = new ActionFsm("CommonAction"); _commonFsm.InitCommon(infoProvider); AddFsm(_commonFsm); _keepFsm = new ActionFsm("KeepAction"); _keepFsm.InitKeep(infoProvider); AddFsm(_keepFsm); }
public void Init(IFsmTransitionHelper infoProvider, ICharacterInfoProvider characterInfo) { AddState(MovementState.CreateIdleState(), infoProvider, characterInfo); AddState(MovementState.CreateWalkState(), infoProvider, characterInfo); AddState(MovementState.CreateRunState(), infoProvider, characterInfo); AddState(MovementState.CreateSprintState(), infoProvider, characterInfo); AddState(MovementState.CreateDiveMoveState(), infoProvider, characterInfo); AddState(MovementState.CreateEnterLadderState(), infoProvider, characterInfo); AddState(MovementState.CreateLadderMoveState(), infoProvider, characterInfo); AddState(MovementState.CreateExitLadderState(), infoProvider, characterInfo); _resetParam = ResetMovement; }
public ActionManager(IFsmTransitionHelper infoProvider, ICharacterInfoProvider characterInfo) { _commonFsm = new ActionFsm("CommonAction"); _commonFsm.InitCommon(infoProvider, characterInfo); AddFsm(_commonFsm); _keepFsm = new ActionFsm("KeepAction"); _keepFsm.InitKeep(infoProvider, characterInfo); AddFsm(_keepFsm); _transfigurationFsm = new ActionFsm("TransfigurationAction"); _transfigurationFsm.InitTransfigurationState(infoProvider, characterInfo); AddFsm(_transfigurationFsm); }
public void InitKeep(IFsmTransitionHelper infoProvider, ICharacterInfoProvider characterInfo) { AddState(ActionState.CreateKeepNullState(), infoProvider, characterInfo); AddState(ActionState.CreateVehiclesAnimState(), infoProvider, characterInfo); AddState(ActionState.CreateSightP3State(), infoProvider, characterInfo); AddState(ActionState.CreateRescueState(), infoProvider, characterInfo); AddState(ActionState.CreateRageStartState(), infoProvider, characterInfo); AddState(ActionState.CreateRageLoopState(), infoProvider, characterInfo); AddState(ActionState.CreateRageEndState(), infoProvider, characterInfo); AddState(ActionState.CreateSuccessPoseState(), infoProvider, characterInfo); _resetParam = ResetKeep; }
public void InitAsCommonState(IFsmTransitionHelper infoProvider) { AddState(PostureState.CreateStandState(), infoProvider); AddState(PostureState.CreateCrouchState(), infoProvider); AddState(PostureState.CreateProneState(), infoProvider); AddState(PostureState.CreateJumpStartState(), infoProvider); AddState(PostureState.CreateProneTransitState(), infoProvider); AddState(PostureState.CreateProneToStandState(), infoProvider); AddState(PostureState.CreateProneToCrouchState(), infoProvider); AddState(PostureState.CreateJumpEndState(), infoProvider); AddState(PostureState.CreateFreefallState(), infoProvider); AddState(PostureState.CreateSwimState(), infoProvider); AddState(PostureState.CreateDiveState(), infoProvider); AddState(PostureState.CreateDyingState(), infoProvider); AddState(PostureState.CreateClimbState(), infoProvider); _resetParam = ResetCommonStateParam; }
public void AddState(FsmState state, IFsmTransitionHelper infoProvider) { if (!_states.ContainsKey(state.StateId)) { if (_states.Count == 0) { _defaultStateId = state.StateId; _currentState = state; } // set callback to change current state state.SetTransitionCallback(SetCurrentState); state.SetTransitionHelper(infoProvider); // add state to FSM _states.Add(state.StateId, state); } else { Logger.ErrorFormat("duplicate fsmState: {0} in {1}", state.StateId, _name); } }
public void SetTransitionHelper(IFsmTransitionHelper infoProvider) { _infoProvider = infoProvider; }
public MovementManager(IFsmTransitionHelper infoProvider) { _commonFsm = new MovementFsm("Movement"); _commonFsm.Init(infoProvider); AddFsm(_commonFsm); }
public MovementManager(IFsmTransitionHelper infoProvider, ICharacterInfoProvider characterInfo) { _commonFsm = new MovementFsm("Movement"); _commonFsm.Init(infoProvider, characterInfo); AddFsm(_commonFsm); }