Esempio n. 1
0
    // Use this for initialization
    void Start()
    {
        p = new FSM.Process();

        p.CurrentState = EIdle;
        p.transitions  = new Dictionary <FSM.Transition, int>
        {
            { new FSM.Transition(EIdle, SClickUp), EShowingCreateMenu },
            { new FSM.Transition(EShowingCreateMenu, SClickOutside), EIdle },
            //{ new StateTransition(ProcessState.Active, Command.End), ProcessState.Inactive },
            //{ new StateTransition(ProcessState.Active, Command.Pause), ProcessState.Paused },
            //{ new StateTransition(ProcessState.Paused, Command.End), ProcessState.Inactive },
            //{ new StateTransition(ProcessState.Paused, Command.Resume), ProcessState.Active }
        };
    }
Esempio n. 2
0
    // Use this for initialization
    void Start()
    {
        pc         = PlayerController.GetPlayerController();
        fsmProcess = new FSM.Process();
        fsmProcess.CurrentState = StateIdle;

        fsmProcess.transitions = new Dictionary <FSM.Transition, int>
        {
            { new FSM.Transition(StateIdle, TransitionStarted), StateStartingLevel },
            { new FSM.Transition(StateIdle, TransitionNoBaseYet), StateSelectBaseLocation },
            { new FSM.Transition(StateSelectBaseLocation, TransitionBaseSelected), StateStartingLevel },
            { new FSM.Transition(StateStartingLevel, TransitionLevelReady), StatePlaying },
            { new FSM.Transition(StatePlaying, TransitionBaseDestroyed), StateLose },
            { new FSM.Transition(StatePlaying, TransitionAllEnemiesDestroyed), StateWin },
            //{ new StateTransition(ProcessState.Active, Command.End), ProcessState.Inactive },
            //{ new StateTransition(ProcessState.Active, Command.Pause), ProcessState.Paused },
            //{ new StateTransition(ProcessState.Paused, Command.End), ProcessState.Inactive },
            //{ new StateTransition(ProcessState.Paused, Command.Resume), ProcessState.Active }
        };
    }
Esempio n. 3
0
    void Start()
    {
        fsmProcess = new FSM.Process();

        fsmProcess.CurrentState = StateWaitToStart;
        fsmProcess.transitions  = new Dictionary <FSM.Transition, int>
        {
            { new FSM.Transition(StateWaitToStart, TransitionLevelReady), StateIdle },
            { new FSM.Transition(StateIdle, TransitionClickUp), StateShowingCreateMenu },
            { new FSM.Transition(StateIdle, TransitionDownMoving), StateDrag },
            { new FSM.Transition(StateDrag, TransitionUp), StateClear },
            { new FSM.Transition(StateShowingCreateMenu, TransitionClickOutside), StateClear },
            { new FSM.Transition(StateShowingCreateMenu, TransitionCreateTower), StateClear },
            { new FSM.Transition(StateClear, TransitionFinished), StateIdle },
            //{ new StateTransition(ProcessState.Active, Command.End), ProcessState.Inactive },
            //{ new StateTransition(ProcessState.Active, Command.Pause), ProcessState.Paused },
            //{ new StateTransition(ProcessState.Paused, Command.End), ProcessState.Inactive },
            //{ new StateTransition(ProcessState.Paused, Command.Resume), ProcessState.Active }
        };
        CreateTowersMenuCanvas.enabled = (false);
    }