コード例 #1
0
ファイル: FSM.cs プロジェクト: maxhimmel/FPS_ArcadeSneak
    public void Update()
    {
        if (!Enable || WasShutdown)
        {
            return;
        }

        // Do transition to another state
        bool IsQueueStateDifferentThanCurrentState = (QueuedState != CurrentState);

        if (QueuedState != null && (IsQueueStateDifferentThanCurrentState || ForceStateChange))
        {
            if (CurrentState != null && QueuedState != null)
            {
                CurrentState.Exit(this, QueuedStateID);
            }

            PreviousState = CurrentState;   // Store prev state ...
            CurrentState  = QueuedState;    // Set to next state ...
            QueuedState   = null;           // Remove queued state ...

            CurrentState.Enter(this, PreviousStateID, Context);
        }
        // Queued state is current state ...
        else if (QueuedState == CurrentState)
        {
            QueuedState = null;
        }

        // Update current state ...
        if (CurrentState != null)
        {
            CurrentState.Update(this);
        }
    }
コード例 #2
0
ファイル: FSM.cs プロジェクト: leon-arndt/Buddies
 public void ChangeState(IFSMState <T> newState)
 {
     if (CurrentState != null)
     {
         CurrentState.Exit(Owner);
     }
     CurrentState = newState;
     if (CurrentState != null)
     {
         CurrentState.Enter(Owner);
     }
 }
コード例 #3
0
        /// <summary>
        /// Pops all stacked states, and sets the given state as the new state
        /// </summary>
        public void NewState(IFSMState newState)
        {
            while (_StateStack.Count > 0)
            {
                IFSMState state = _StateStack.Peek();
                state.Exit();
                _StateStack.Pop();
            }

            _StateStack.Push(newState);
            newState.Enter();
        }
コード例 #4
0
 public IEnumerator ChangeState(IFSMState newState)
 {
     StopAllCoroutines();
     //Verifica se o estado atual nao é nulo
     if (currentState != null)
     {
         //Se nao for, damos um exit
         yield return(StartCoroutine(currentState.Exit()));
     }
     currentState = newState;
     StartCoroutine(currentState.Enter());
 }
コード例 #5
0
        private void changeState(string newStateName)
        {
            if (currentState != null)
            {
                currentState.Exit(owner);
            }
            currentState = states[newStateName];
            currentState.Enter(owner);

            if (OnStateChange != null)
            {
                OnStateChange(currentState.Name);
            }
        }
コード例 #6
0
    //---------------------------------------
    //	상태 변경..
    public void  ChangeState(IFSMState <T> newState)
    {
        previousState = currentState;

        if (currentState != null)
        {
            currentState.Exit(owner);
        }

        currentState = newState;

        if (currentState != null)
        {
            currentState.Enter(owner);
        }
    }    //	public void  ChangeState(IState<T> newState)
コード例 #7
0
        /// <summary>
        /// Pops the current state from the top of the stack and returns it.  If there
        /// is another state left in the stack, it regains focus.
        /// </summary>
        /// <returns>The state popped from the stack, or NULL if the stack is empty</returns>
        public IFSMState PopState()
        {
            IFSMState returnState = null;

            if (_StateStack.Count > 0)
            {
                returnState = _StateStack.Peek();
                returnState.Exit();
                _StateStack.Pop();

                if (_StateStack.Count > 0)
                {
                    IFSMState newState = _StateStack.Peek();
                    newState.GainedFocus();
                }
            }
            return(returnState);
        }
コード例 #8
0
    /// <summary>
    /// Changes the state.
    /// </summary>
    /// <param name="state">State.</param>
    public void ChangeState(IFSMState <T> state)
    {
        if (state == null)
        {
            return;
        }
        _autoChangeState = null;
        if (_currentState != state)
        {
            _previousState = _currentState;
        }

        if (_currentState != null)
        {
            _currentState.Exit(_stateEntity);
        }

        _currentState = state;
        _currentState.Enter(_stateEntity);
    }