コード例 #1
0
 /// <summary>
 /// 重置方法,默认都执行
 /// </summary>
 /// <param name="state"></param>
 /// <param name="player"></param>
 public void TransitionState(PlayerBaseState state, PlayerFSMSystem player)
 {
     // Debug.Log(currentState.name + "====>" + state.name);
     currentState?.Exit(player); // 如果为空则不执行
     currentState = state;
     currentState?.Enter(player);
 }
コード例 #2
0
 private void SetRootCurrentState(PlayerBaseState state)
 {
     if (this.curState == state)
     {
         return;                         // 避免重复转换状态
     }
     // Debug.Log(this.curState.name + "==>" + state.name);
     this.curState = state;
 }
コード例 #3
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="state"></param>
 /// <param name="player"></param>
 /// <param name="executeEnter">是否执行 Enter</param>
 /// <param name="executeExit">是否执行 Exit</param>
 public void TransitionState(PlayerBaseState state, PlayerFSMSystem player, bool executeEnter, bool executeExit)
 {
     if (executeExit)
     {
         currentState?.Exit(player);
     }
     currentState = state;
     if (executeEnter)
     {
         currentState?.Enter(player);               // 如果为空则不执行
     }
 }
コード例 #4
0
        private void Awake()
        {
            onGroundState = new OnGroundState();
            inTheAirState = new InTheAirState();
            inClimbState  = new InClimbState();

            // 把自己注册进事件中心
            EventManager.Register(this, EventID.GraspWall, EventID.OnGround);

            rb    = GetComponent <Rigidbody2D>();
            coll  = GetComponent <BoxCollider2D>();
            ccoll = GetComponent <CapsuleCollider2D>();

            // 最开始的状态
            curState = onGroundState;
        }
コード例 #5
0
        /// <summary>
        /// 上面方法的重置
        /// </summary>
        /// <param name="state"></param>
        /// <param name="executeEnter"></param>
        /// <param name="executeExit"></param>
        private void SetRootCurrentState(PlayerBaseState state, bool executeEnter, bool executeExit)
        {
            if (this.curState == state)
            {
                return;
            }

            if (executeExit)
            {
                curState?.Exit(this);
            }
            curState = state;
            if (executeEnter)
            {
                curState?.Enter(this);               // 如果为空则不执行
            }
        }
コード例 #6
0
        /// <summary>
        /// 取得当前的状态
        /// </summary>
        /// <param name="state"></param>
        /// <returns></returns>
        public string GetCurrentStateName(PlayerBaseState state)
        {
            var str = "";
            var i   = 0;

            while (i < 10) // 防止死循环,最大遍历 10 次
            {
                i++;
                if (state != null)
                {
                    str  += state.name + "==>";
                    state = state.currentState;
                    continue;
                }

                break;
            }

            return(str + i);
        }
コード例 #7
0
 /// <summary>
 /// 设置其它对象的状态
 /// </summary>
 /// <param name="target">被设置状态的目标</param>
 /// <param name="state"></param>
 /// <param name="player"></param>
 /// <param name="executeEnter"></param>
 /// <param name="executeExit"></param>
 public void TransitionOtherState(PlayerBaseState target, PlayerBaseState state, PlayerFSMSystem player,
                                  bool executeEnter, bool executeExit)
 {
     target.TransitionState(state, player, executeEnter, executeExit);
 }
コード例 #8
0
 /// <summary>
 /// 设置其它对象的状态
 /// </summary>
 /// <param name="target">被设置状态的目标</param>
 /// <param name="state"></param>
 /// <param name="player"></param>
 public void TransitionOtherState(PlayerBaseState target, PlayerBaseState state, PlayerFSMSystem player)
 {
     target.TransitionState(state, player);
 }