コード例 #1
0
 public void Start <T>() where T : OperateStateBase
 {
     if (fsm == null)
     {
         return;
     }
     fsm.Start <T>();
 }
コード例 #2
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 public void StartAction <T>() where T : ActionBase
 {
     if (null == m_ActionFsm)
     {
         throw new GameFrameworkException("You must initialize action first.");
     }
     m_ActionFsm.Start <T>();
 }
コード例 #3
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        /// <summary>
        /// 开始状态
        /// </summary>
        /// <typeparam name="T">要开始的状态类型.</typeparam>
        public void StartState <T>() where T : CharacterStateBase
        {
            if (m_StateFsm == null)
            {
                throw new GameFrameworkException("You must initialize states first.");
            }

            m_StateFsm.Start <T> ();
        }
コード例 #4
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        /// <summary>
        /// 开始流程。
        /// </summary>
        /// <typeparam name="T">要开始的流程类型。</typeparam>
        public void Start <T>() where T : StageBase
        {
            if (_stageFsm == null)
            {
                throw new GameException("You must initialize procedure first.");
            }

            _stageFsm.Start <T>();
        }
コード例 #5
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        /// <summary>
        /// 开始流程。
        /// </summary>
        /// <typeparam name="T">要开始的流程类型。</typeparam>
        public void StartProcedure <T>() where T : ProcedureBase
        {
            if (m_ProcedureFsm == null)
            {
                throw new GameFrameworkException("You must initialize procedure first.");
            }

            m_ProcedureFsm.Start <T>();
        }
コード例 #6
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        /// <summary>
        /// 开始流程。
        /// </summary>
        /// <typeparam name="T">要开始的流程类型。</typeparam>
        public void StartProcedure <T>() where T : ProcedureBase
        {
            if (m_ProcedureFsm == null)
            {
                throw new GameFrameworkException("You must initialize procedure first.");
            }

            m_ProcedureFsm.Start <T>();
            EditorProcedureMgr.nowHotfixProcedure = typeof(T).Name;
        }
コード例 #7
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ファイル: FsmTest.cs プロジェクト: weixinxin/CodeLib
 private void Awake()
 {
     Framework.Debug.SetLogger(new Logger());
     GameFramework.Register(new FsmManager());
     mFsm = FsmManager.Instance.CreateFsm <FsmTest>("FsmTest", this, new NormalState(), new TiredState(), new DeadState());
     mFsm.Start <NormalState>();
 }
コード例 #8
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ファイル: ActorBase.cs プロジェクト: mengtest/demo_tankWar3D
 protected void InitFsm()
 {
     FsmState <ActorBase>[] states =
     {
         new ActorEmptyFsm(ActorFsmStateType.FSM_EMPTY),
         new ActorIdleFsm(ActorFsmStateType.FSM_IDLE),
         new ActorRunFsm(ActorFsmStateType.FSM_RUN),
         new ActorWalkFsm(ActorFsmStateType.FSM_WALK),
         new ActorTurnFsm(ActorFsmStateType.FSM_TURN),
         new ActorDeadFsm(ActorFsmStateType.FSM_DEAD),
         new ActorSkillFsm(ActorFsmStateType.FSM_SKILL),
         new ActorBeatFlyFsm(ActorFsmStateType.FSM_BEATFLY),
         new ActorBeatBackFsm(ActorFsmStateType.FSM_BEATBACK),
         new ActorBeatDownFsm(ActorFsmStateType.FSM_BEATDOWN),
         new ActorWoundFsm(ActorFsmStateType.FSM_WOUND),
         new ActorStunFsm(ActorFsmStateType.FSM_STUN),
         new ActorFrostFsm(ActorFsmStateType.FSM_FROST),
         new ActorFixBodyFsm(ActorFsmStateType.FSM_FIXBODY),
         new ActorFearFsm(ActorFsmStateType.FSM_FEAR),
         new ActorVariationFsm(ActorFsmStateType.FSM_VARIATION),
         new ActorJumpFsm(ActorFsmStateType.FSM_JUMP),
         new ActorRebornFsm(ActorFsmStateType.FSM_REBORN),
         new ActorCollectMineFsm(ActorFsmStateType.FSM_MINE),
         new ActorInteractiveFsm(ActorFsmStateType.FSM_INTERACTIVE),
     };
     m_FsmName  = GlobalTools.Format("ActorFsm[{0}][{1}]", Id, EntityId);
     m_ActorFsm = GameEntry.Fsm.CreateFsm(m_FsmName, this, states);
     m_ActorFsm.Start <ActorIdleFsm>();
 }
コード例 #9
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 // Update is called once per frame
 void Update()
 {
     if (Input.GetKeyDown(KeyCode.Space))
     {
         State_01 s1 = new State_01();
         fsm.Start(s1.GetType());
     }
 }
コード例 #10
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ファイル: ProcedureManager.cs プロジェクト: zhoulk/Lufy
        /// <summary>
        /// 开始流程。
        /// </summary>
        /// <param name="procedureType">要开始的流程类型。</param>
        public void StartProcedure(Type procedureType)
        {
            if (m_ProcedureFsm == null)
            {
                throw new LufyException("You must initialize procedure first.");
            }

            m_ProcedureFsm.Start(procedureType);
        }
コード例 #11
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ファイル: Avatar.Fsm.cs プロジェクト: GeorgeLiuXin/RPGdemo
 private void InitFsm()
 {
     m_fsm = GameEntry.Fsm.CreateFsm(Utility.Text.GetFullName(GetType(), Id.ToString())
                                     , this, GameEntry.fsmMgr.GetAllFsmState <Avatar>());
     m_fsm.Start <StateIdle>();
     m_fsm.SetData(fsmNextData, null);
     m_flag       = new StateFlag();
     m_changeFlag = false;
 }
コード例 #12
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ファイル: ProcedureManager.cs プロジェクト: lllllgb/AosUnity
        /// <summary>
        /// 开始流程。
        /// </summary>
        /// <typeparam name="T">要开始的流程类型。</typeparam>
        public void StartProcedure <T>() where T : ProcedureBase
        {
            if (m_ProcedureFsm == null)
            {
                Logger.LogError("You must initialize procedure first.");
            }

            m_ProcedureFsm.Start <T>();
        }
コード例 #13
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ファイル: FsmTest.cs プロジェクト: zhoulk/Lufy
    // Start is called before the first frame update
    void Start()
    {
        m_FsmManager = GetComponent <FsmManager>();

        FsmState <FsmTest>[] states = new FsmState <FsmTest> [3];
        states[0] = new HeroRun();
        states[1] = new HeroIdle();
        states[2] = new HeroAttack();
        m_HeroFsm = m_FsmManager.CreateFsm(this, states);
        m_HeroFsm.Start(typeof(HeroRun));
    }
コード例 #14
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 public void StartProcess(Type processType)
 {
     if (processType == null)
     {
         throw new Exception("开始流程类不存在:" + processType);
     }
     if (m_ProcessFsm == null)
     {
         throw new Exception("流程状态机不存在");
     }
     m_ProcessFsm.Start(processType);
 }
コード例 #15
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 protected internal override void OnInit(object userData)
 {
     base.OnInit(userData);
     //初始化该实体拥有的状态机
     FsmState <EntityDemo>[] states = new FsmState <EntityDemo>[]
     {
         new State_Horizontal(),
         new State_Vertical(),
     };
     Log.Error("按 C 切换状态");
     m_EntityFsm = GameEntry.Fsm.CreateFsm <EntityDemo>(this, states);
     m_EntityFsm.Start <State_Horizontal>();
 }
コード例 #16
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 protected void InitFsm()
 {
     FsmState <ActorBase>[] states =
     {
         new ActorEmptyFsm(),
         new ActorIdleFsm(),
         new ActorRunFsm(),
         new ActorWalkFsm(),
         new ActorTurnFsm(),
         new ActorSkillFsm(),
         new ActorDeadFsm(),
     };
     m_ActorFsm = GameEntry.Fsm.CreateFsm(this, states);
     m_ActorFsm.Start <ActorIdleFsm>();
 }
コード例 #17
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ファイル: PlayerTom.cs プロジェクト: Canghaizhulei/RougeTest
        protected override void OnInit(object userData)
        {
            base.OnInit(userData);

            data = userData as PlayerData;
            if (data == null)
            {
                Log.Error(" player data is not valide");
                return;
            }

            character = gameObject.GetOrAddComponent <CharacterController>();
            ani       = GetComponent <Animator>();
            fsm       = GameEntry.Fsm.CreateFsm <IPlayer>(this, new FsmState <IPlayer>[] { new IdleState(), new RunState(), new AttactState() });
            fsm.Start <IdleState>();
        }
コード例 #18
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ファイル: ActorFsmAI.cs プロジェクト: mengtest/demo_tankWar3D
        public override void Start()
        {
            if (AIMode == AIModeType.Hand || Owner.IsDead)
            {
                return;
            }

            if (m_AIFsm.IsRunning)
            {
                ChangeAIState(AIStateType.Idle);
                return;
            }

            m_AIFsm.Start <AIIdleState>();
            this.AIStateType = AIStateType.Idle;
        }
コード例 #19
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        // public override void ApplyDamage(Entity attacker, int damage)
        // {
        //     base.ApplyDamage(attacker, damage);
        //     GameEntry.Widget.ShowHPBar(this,_enemyData.currentHP,_enemyData.MaxHP,0);
        // }
        // public override void HealthHp(Entity healther, int hp)
        // {
        //     base.HealthHp(healther, hp);
        //     GameEntry.Widget.ShowHPBar(this,_enemyData.currentHP,_enemyData.MaxHP,0);
        // }
        // public override void GainShield(Entity entity,TargetableObjectData.Shield shield)
        // {
        //     base.GainShield(entity, shield);
        //     GameEntry.Widget.ShowHPBar(this,_enemyData.currentHP,_enemyData.MaxHP,shieldValue);
        // }

        protected override void OnShow(object userData)
        {
            base.OnShow(userData);
            _enemyData = userData as EnemyData;
            if (_enemyData == null)
            {
                Log.Error("EnemyData is invalid.");
                return;
            }
            FsmState <EnemyLogic>[] enemyStates =
            {
                new EnemyResetState(), new EnemyThinkState(), new EnemyAttackState(),
            };
            enemyFsm = GameEntry.Fsm.CreateFsm(Id.ToString(), this, enemyStates);
            enemyFsm.Start <EnemyThinkState>();

            // GameEntry.Widget.ShowHPBar(this,_enemyData.currentHP,_enemyData.MaxHP,0);
        }
コード例 #20
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        public FsmExample()
        {
            //Create the FSM and some Data class to be refrenced in states
            _stateMachine = new Fsm <ConcreteClass, ExampleTransitions>();
            var data = new StateData();

            //Add States
            _stateMachine.AddState(new IdleState(data));
            _stateMachine.AddState(new ActionState(data));

            //AddTransitions
            _stateMachine.AddTransition <IdleState, ActionState>(ExampleTransitions.ReadyToAction);
            _stateMachine.AddTransition <ActionState, IdleState>(ExampleTransitions.Stop);

            //Start the Machine
            _stateMachine.SetInitialState <IdleState>();
            _stateMachine.Start();
        }
コード例 #21
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    // Start is called before the first frame update
    void Start()
    {
        State_01 s1 = new State_01();
        State_02 s2 = new State_02();

        FsmState <FsmDemo>[] fsmStates = new FsmState <FsmDemo>[2] {
            s1, s2
        };
        fsm = GameEntry.Fsm.CreateFsm <FsmDemo>("FSMtest", this, null);
        var states = fsm.GetAllStates();

        foreach (var item in states)
        {
            Debug.LogError(">>> " + item);
        }
        fsm.Start(s1.GetType());
        Debug.LogError("CURRENT :  " + fsm.IsRunning + " NAME: " + fsm.CurrentState);
    }
コード例 #22
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ファイル: StateBuild.cs プロジェクト: source2728/zoo
    protected override void OnEnter(IFsm <ProcedureGame> procedureOwner)
    {
        base.OnEnter(procedureOwner);
        Log.Info("StateBuild OnEnter");
        GameEntry.Event.Subscribe(EvtEditRotation.EventId, OnEvtEditRotation);
        GameEntry.Event.Subscribe(EvtEditRestore.EventId, OnEvtEditRestore);
        GameEntry.Event.Subscribe(EvtClickScene.EventId, OnEvtClickScene);
        GameEntry.Event.Subscribe(EvtChangeTouchState.EventId, OnEvtChangeTouchState);
        ZooController.Inst.SwipeGesture.onMove.Add(OnSwipeMove);
        ZooController.Inst.SwipeGesture.onBegin.Add(OnSwipeBegin);
        ZooController.Inst.SwipeGesture.onEnd.Add(OnSwipeEnd);

        m_Fsm = GameEntry.Fsm.CreateFsm(this,
                                        new StateBuildInEditModeUnSel(),
                                        new StateBuildInEditModeSel(),
                                        new StateBuildInBuildMode());
        m_Fsm.Start <StateBuildInBuildMode>();

        procedureOwner.SetData <VarInt>("EditState", ProcedureGame.Editing);
        UIZooView.Inst.UI.m_BtnHand.visible = true;
        GameEntry.TempData.ObjectScene.DirtyList.Clear();
    }
コード例 #23
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    protected override void OnEnter(IFsm <ProcedureGame> procedureOwner)
    {
        base.OnEnter(procedureOwner);
        Log.Info("StateEdit OnEnter");
        GameEntry.Event.Subscribe(EvtChangeLookState.EventId, OnEvtChangeLookState);
        GameEntry.Event.Subscribe(EvtChangeTouchState.EventId, OnEvtChangeTouchState);
        GameEntry.Event.Subscribe(EvtClickScene.EventId, OnEvtClickScene);
        GameEntry.Event.Subscribe(EvtEditRotation.EventId, OnEvtEditRotation);
        GameEntry.Event.Subscribe(EvtEditRestore.EventId, OnEvtEditRestore);
        GameEntry.Event.Subscribe(EvtConfirmEdit.EventId, OnEvtConfirmEdit);
        ZooController.Inst.SwipeGesture.onMove.Add(OnSwipeMove);
        ZooController.Inst.SwipeGesture.onBegin.Add(OnSwipeBegin);

        m_Fsm = GameEntry.Fsm.CreateFsm(this,
                                        new StateEditInBatchModeUnLock(),
                                        new StateEditInBatchModeLock(),
                                        new StateEditInUnbatchModeUnSel(),
                                        new StateEditInUnbatchModeSel());
        m_Fsm.Start <StateEditInUnbatchModeUnSel>();

        procedureOwner.SetData <VarInt>("EditState", ProcedureGame.Editing);
        GameEntry.TempData.ObjectScene.DirtyList.Clear();
    }
コード例 #24
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ファイル: FsmTest.cs プロジェクト: huangjk/Ash
        public IEnumerator FsmTestWithEnumeratorPasses()
        {
            // Use the Assert class to test conditions.
            // yield to skip a frame

            AshUnityEntry.New();
            IFsmManager fsmManager = AshEntry.GetModule <IFsmManager>();


            FsmOwer fsmOwer = new FsmOwer();
            Status1 status1 = new Status1();
            Status2 status2 = new Status2();

            //fsmManager.CreateFsm<FsmOwer>( fsmOwer, status1, status2);
            fsmManager.CreateFsm <FsmOwer>("Test", fsmOwer, status1, status2);

            Log.Debug("有限状态机的数量时{0}", fsmManager.Count);
            IFsm <FsmOwer> fsm = fsmManager.GetFsm <FsmOwer> ("Test");

            Assert.IsNotNull(fsm);

            VarString v = new VarString();

            v.SetValue("Variable data");             //			v.Value = "Variable data";
            fsm.SetData("data", v);

            fsm.Start <Status1> ();
            Assert.AreEqual(fsm.CurrentState, status1);

            yield return(new WaitForSeconds(1));

            fsm.FireEvent(this, 1, "userData");
//			Assert.AreEqual (fsm.CurrentState, status2);

            yield return(null);
        }
コード例 #25
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    private void Start()
    {
        birthPos               = this.transform.position;
        npcAnimator            = this.GetComponent <Animator>();
        npcCharacterController = this.GetComponent <CharacterController>();

        originalPos = transform.position;

        defendCollider.OnTriggerEnterEvent += (collider) =>
        {
            if (collider.transform.tag == "Player")
            {
                attackHero = collider.transform;
                fsm.ChangeState <NPCAttackState>();
            }
        };

        defendCollider.OnTriggerExitEvent += (collider) =>
        {
            if (collider.transform.tag == "Player")
            {
                attackHero = null;
                fsm.ChangeState <NPCDefendState>();
            }
        };

        hPComponent = NPCManager.Instance.AddNPCHPUI(this);
        hPComponent.SetEnable(true);
        hPComponent.DeadEvent += () =>
        {
            PlayDeath();
        };

        fsm = GameEntry.Fsm.CreateFsm(this.GetHashCode().ToString(), this, new NPCDefendState(), new NPCAttackState());
        fsm.Start <NPCDefendState>();
    }
コード例 #26
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 protected virtual void StartFsm()
 {
     fsm.Start <EnemyMoveState>();
 }
コード例 #27
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ファイル: ProcedureGame.cs プロジェクト: source2728/zoo
 private void OnEvtMainUIShown(object sender, GameEventArgs e)
 {
     m_Fsm.Start <StateNormal>();
 }
コード例 #28
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 /// <summary>
 /// 开始流程。
 /// </summary>
 /// <typeparam name="T">要开始的流程类型。</typeparam>
 public void StartProcedure <T>() where T : ProcedureBase
 {
     fsm.Start <T>();
 }
コード例 #29
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 protected override void OnShow(object userdata)
 {
     base.OnShow(userdata);
     transform.position += new Vector3(0, 0, -1);
     m_CharacterFsm.Start <UnitNormalState>();
 }
コード例 #30
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 protected override void OnShow(object userdata)
 {
     base.OnShow(userdata);
     m_CellFsm.Start <CellNormalState>();
 }