Esempio n. 1
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        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;
        }
Esempio n. 2
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 public void InitAsLeanState(IFsmTransitionHelper infoProvider)
 {
     AddState(PostureState.CreateNoPeekState(), infoProvider);
     AddState(PostureState.CreatePeekLeftState(), infoProvider);
     AddState(PostureState.CreatePeekRightState(), infoProvider);
     _resetParam = ResetLeanStateParam;
 }
Esempio n. 3
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 public void SetTransitionHelper(IFsmTransitionHelper infoProvider)
 {
     foreach (var v in _transitions)
     {
         v.SetTransitionHelper(infoProvider);
     }
 }
Esempio n. 4
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        public void InitTransfigurationState(IFsmTransitionHelper infoProvider, ICharacterInfoProvider characterInfo)
        {
            AddState(ActionState.CreateTransfigurationNullState(), infoProvider, characterInfo);
            AddState(ActionState.CreateTransfigurationStartState(), infoProvider, characterInfo);
            AddState(ActionState.CreateTransfigurationFinishState(), infoProvider, characterInfo);

            _resetParam = ResetTransfiguration;
        }
Esempio n. 5
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 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;
 }
Esempio n. 6
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        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);
        }
Esempio n. 7
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        public void InitKeep(IFsmTransitionHelper infoProvider)
        {
            AddState(ActionState.CreateKeepNullState(), infoProvider);

            AddState(ActionState.CreateVehiclesAnimState(), infoProvider);
            AddState(ActionState.CreateSightP3State(), infoProvider);
            AddState(ActionState.CreateRescueState(), infoProvider);

            _resetParam = ResetKeep;
        }
Esempio n. 8
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        public ActionManager(IFsmTransitionHelper infoProvider)
        {
            _commonFsm = new ActionFsm("CommonAction");
            _commonFsm.InitCommon(infoProvider);
            AddFsm(_commonFsm);

            _keepFsm = new ActionFsm("KeepAction");
            _keepFsm.InitKeep(infoProvider);
            AddFsm(_keepFsm);
        }
Esempio n. 9
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 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;
 }
Esempio n. 10
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        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);
        }
Esempio n. 11
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        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;
        }
Esempio n. 12
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        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;
        }
Esempio n. 13
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        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);
            }
        }
Esempio n. 14
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 public void SetTransitionHelper(IFsmTransitionHelper infoProvider)
 {
     _infoProvider = infoProvider;
 }
Esempio n. 15
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 public MovementManager(IFsmTransitionHelper infoProvider)
 {
     _commonFsm = new MovementFsm("Movement");
     _commonFsm.Init(infoProvider);
     AddFsm(_commonFsm);
 }
Esempio n. 16
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 public MovementManager(IFsmTransitionHelper infoProvider, ICharacterInfoProvider characterInfo)
 {
     _commonFsm = new MovementFsm("Movement");
     _commonFsm.Init(infoProvider, characterInfo);
     AddFsm(_commonFsm);
 }