protected virtual void ExitRunCityState(fsm.State _from, fsm.State _to, fsm.Event _event) { }
protected virtual void EnterRestartState(fsm.State _from, fsm.State _to, fsm.Event _event) { //Debug.LogInternal("[Stage] Restart"); //ReadyToStart(); }
void ExitStartFightState(fsm.State _from, fsm.State _to, fsm.Event _event) { }
protected virtual void ExitMainLoopState(fsm.State _from, fsm.State _to, fsm.Event _event) { }
protected virtual void EnterOverState(fsm.State _from, fsm.State _to, fsm.Event _event) { //Debug.LogInternal("[Stage] Over: " + stageName); //Deinit(); //deinited_ = true; }
void EnterActionedState(fsm.State _from, fsm.State _to, fsm.Event _event) { Debug.Log("EnterActionedState:" + actionedAnim); anim.Stop(); anim.CrossFade(actionedAnim); }
protected virtual void EnterStartState(fsm.State _from, fsm.State _to, fsm.Event _event) { //deinited_ = false; //Debug.LogInternal("[Stage] Start: " + stageName); //Run(); }
protected void ExitRunState(State _from, State _to, fsm.Event _event) { }
protected override void ExitMoveState(fsm.State _from, fsm.State _to, fsm.Event _event) { }
protected void EnterAwakeState(State _from, State _to, fsm.Event _event) { stateMachine.Send((int)EventType.LOAD); }
protected void EnterLoadState(State _from, State _to, fsm.Event _event) { SceneLoadMng.instance.LoadScene("level01_12", LoadFinish); }
protected virtual void ExitRunDungeonState(fsm.State _from, fsm.State _to, fsm.Event _event) { }
protected virtual void EnterInitDungeonState(fsm.State _from, fsm.State _to, fsm.Event _event) { GoRunDungeon(); }
protected virtual void ExitInitArenaState(fsm.State _from, fsm.State _to, fsm.Event _event) { }
/// <summary> /// 进入黑屏状态 by吴江 /// </summary> /// <param name="_from"></param> /// <param name="_to"></param> /// <param name="_event"></param> protected void EnterBlackProcesstate(fsm.State _from, fsm.State _to, fsm.Event _event) { GameCenter.cameraMng.BlackCoverAll(true); }
protected virtual void EnterSelfCtrlState(fsm.State _from, fsm.State _to, fsm.Event _event) { curEventType = EventType.SELF_CTRL; }
/// <summary> /// 退出黑屏状态 by吴江 /// </summary> /// <param name="_from"></param> /// <param name="_to"></param> /// <param name="_event"></param> protected virtual void ExitBlackProcesState(fsm.State _from, fsm.State _to, fsm.Event _event) { GameCenter.cameraMng.BlackCoverAll(false); }
protected virtual void ExitSelfCtrlState(fsm.State _from, fsm.State _to, fsm.Event _event) { }
void ExitActionedState(fsm.State _from, fsm.State _to, fsm.Event _event) { }
protected virtual void EnterFightState(fsm.State _from, fsm.State _to, fsm.Event _event) { curEventType = EventType.FIGHT; }
protected virtual void EnterMainLoopState(fsm.State _from, fsm.State _to, fsm.Event _event) { //if (_from.name == "pause") // Debug.LogInternal("[Stage] Resume: " + stageName); }
protected virtual void ExitCollectState(fsm.State _from, fsm.State _to, fsm.Event _event) { curTarSceneItem = null; }
protected virtual void EnterPauseState(fsm.State _from, fsm.State _to, fsm.Event _event) { //Debug.LogInternal("[Stage] Paused: " + stageName); }
protected virtual void ExitAutoFightState(fsm.State _from, fsm.State _to, fsm.Event _event) { isInAutoFIght = false; }
protected virtual void ExitOverState(fsm.State _from, fsm.State _to, fsm.Event _event) { }
/// <summary> /// 进入新手登录的原画播放状态 /// </summary> /// <param name="_from"></param> /// <param name="_to"></param> /// <param name="_event"></param> protected void EnterNewbieGuideState(fsm.State _from, fsm.State _to, fsm.Event _event) { }
protected virtual void ExitRestartState(fsm.State _from, fsm.State _to, fsm.Event _event) { Reset(); }
/// <summary> /// 退出新手加载状态 by吴江 /// </summary> /// <param name="_from"></param> /// <param name="_to"></param> /// <param name="_event"></param> protected virtual void ExitNewbieGuideState(fsm.State _from, fsm.State _to, fsm.Event _event) { }
protected virtual void EnterNormalState(fsm.State _from, fsm.State _to, fsm.Event _event) { curEventType = EventType.NORMALMOVE; }
protected virtual void EnterInitCityState(fsm.State _from, fsm.State _to, fsm.Event _event) { GoRunCity(); }