private StateParams StateQueue; //The state to take when re-enabled if there was a state change request when disabled void OnEnable() { if (StateQueue != null) { BeginTransition(StateQueue.TransitionIn); StateQueue = null; } }
public ValidationRequest SVX_MakeValidationRequest(AuthorizationCodeResponse resp) { // May as well fail fast. It should also pass verification to do this in SVX_SignInRP. // Pull new { ... } out to work around BCT mistranslation. var stateParams = new StateParams { client = resp.SVX_sender, idpPrincipal = googlePrincipal }; stateGenerator.Verify(stateParams, resp.state); return(new ValidationRequest { authorizationCode = resp.authorizationCode, rpPrincipal = SVX_Principal // Like in the original authorization code request. }); }
public void BeginTransition(bool transitionIn) { if (!gameObject.activeInHierarchy) { StateQueue = new StateParams { TransitionIn = transitionIn }; } else { AnimatorBind.SetBool("TransitionIn", transitionIn); AnimatorBind.SetTrigger("Transition"); } }
public RPAuthenticationConclusion SVX_SignInRP(IdTokenResponse resp) { // Comment out these 2 lines to see the verification fail. if (resp.idToken.theParams.rpPrincipal != SVX_Principal) { throw new Exception("IdTokenResponse was not issued to this RP."); } // Pull new { ... } out to work around BCT mistranslation. var stateParams = new StateParams { client = resp.SVX_sender, idpPrincipal = googlePrincipal }; stateGenerator.Verify(stateParams, resp.state); return(new RPAuthenticationConclusion { authenticatedClient = resp.SVX_sender, googleUsername = resp.idToken.theParams.username }); }
public void ChangeState(System.Type type, StateParams stateParams = null) { if (stateMap.TryGetValue(type, out StateMachineState nextState)) { StateMachineState prevState = currentState; currentState = nextState; if (prevState != null) { prevState.Exit(); } currentState.Enter(stateParams); OnStateChanged(prevState, nextState); } else { Debug.LogError("Tried to enter null state. This isn't supported"); } }
public State1Controller(Scope _scope, StateParams _stateParams) { MyValue = "hjhh"; id = _stateParams["id"]; }
public virtual void Enter(StateParams stateParams) { enterStateTime = Time.time; lastTimeInState = Time.time; }
public void ChangeState <K>(StateParams stateParams = null) where K : StateMachineState { stateMachine.ChangeState <K>(stateParams); }
public bool processKeyDown() { if (Input.GetKeyDown((KeyCode)'a')) { StateParams p = new StateParams(); p.extraValue = new object[1]; p.extraValue[0] = currentTouchPos; setState((int)GlobalDef.UnitState.State_Charm, p); } else if (Input.GetKeyDown((KeyCode)'s')) { Begin(angle, Vector3.zero); //LevelFlowCtrl.instance.ExternalSuccess(); } else if (Input.GetKeyDown((KeyCode)'f')) { CancelAtk(); } else if (Input.anyKeyDown) { m_keyDown = true; m_bSaveTouchPos = false; } else if (Input.anyKey) { if (getCurProperty((int)GlobalDef.NewHeroProperty.PRO_LIFEPOINT) <= 0) return false; m_ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (m_mapCollider.Raycast(m_ray, out m_mouseCastHit, 4) && UICamera.hoveredObject == null) { currentTouchPos = m_mouseCastHit.point; if (!m_bSaveTouchPos) { m_lastTouchPos = currentTouchPos; m_bSaveTouchPos = true; } Vector3 tempMovedir = currentTouchPos - m_transform.position; tempMovedir[1] = 0; float magnitude_temp = tempMovedir.magnitude; tempMovedir = tempMovedir / magnitude_temp; //< 缈绘粴 float curEnergy = getCurProperty((int)GlobalDef.NewHeroProperty.PRO_MOVEPOWER); // if (m_dubbleClick<0.3f && (int)curEnergy > 0 ) if (m_dubbleClick < 0.3f) { if (m_curStat < 50 && m_curStat >= 0) { if (Vector3.Distance(currentTouchPos, m_lastTouchPos) < 0.1f) { CancelInvoke("OnReplyEnergy"); m_directionVector = tempMovedir; m_transform.rotation = Quaternion.LookRotation(m_directionVector); m_speedFactor = 6.5f; m_rigidbody.mass = 2; CancelAtk(); m_animation.Stop(); m_animation.Play("dodge"); m_curStat = 53; m_rigidbody.AddForce(m_directionVector * 220); m_atkCollider.enabled = false; OnEnergy(-1); InvokeRepeating("OnReplyEnergy", 5, 5); } } } if (magnitude_temp > 0.08f) { m_directionVector = tempMovedir; m_speedFactor = 6.5f; } } m_keyDown = true; } else if (m_keyDown) { m_dubbleClick = 0; m_keyDown = false; } m_dubbleClick += 2 * Time.deltaTime; return true; }
public void ChangeState <J>(StateParams stateParams = null) where J : StateMachineState { ChangeState(typeof(J), stateParams); }
public void ChangeState(StateMachineState state, StateParams stateParams = null) { ChangeState(state.GetType(), stateParams); }
//< 硬直 public virtual void OnHardStraight(int damage) { float val = addCurProperty((int)GlobalDef.NewHeroProperty.PRO_HARDSTRAIGHT, damage); if (val <= 0) { if (hasState((int)GlobalDef.UnitState.State_HardStraight)) { removeState((int)GlobalDef.UnitState.State_HardStraight); } } else { if (!hasState((int)GlobalDef.UnitState.State_HardStraight)) { StateParams p = new StateParams(); setState((int)GlobalDef.UnitState.State_HardStraight, p); } } }
/// <summary> /// 设置状态 /// </summary> public void setState(int type, StateParams param) { if(state.ContainsKey(type)) { state.Remove(type); } state.Add (type,param); }
public StateTimeBuffer(int newId, int newInterval, float newduration, float fvalue, int iValue) : base(newId, newInterval, newduration) { stateParams = new StateParams(); stateParams.iValue = iValue; stateParams.fvalue = fvalue; }
/// <summary> /// 设置状态 /// </summary> public void setState(int type, StateParams param) { m_curHeroData.setState(type, param); }