private bool CalculateCondition(FSMStateData state) { var condition = state.Condition; var result = false; for (int i = 0; i < condition.conditionNames.Count; i++) { var statement = false; if (condition.conditionPrefixes [i] == FSMCondition.EConditionPrefix.Negative) { statement = !m_Conditions [condition.conditionNames [i]] (); } else { statement = m_Conditions [condition.conditionNames [i]] (); } if (condition.conditionOperators [i] == FSMCondition.EConditionOperator.And) { result &= statement; } else if (condition.conditionOperators [i] == FSMCondition.EConditionOperator.Or) { result |= statement; } else { result = statement; } // UnityEngine.Debug.Log (condition.conditionNames [i] + " - " + condition.conditionPrefixes [i].ToString () + " - " + condition.conditionOperators [i].ToString ()); } return(result); }
public void LoadFSM(string path) { m_FSMLoader.LoadJSON(path); m_Map = m_FSMLoader.FSMCurrentState; m_AnyState = m_FSMLoader.FSMAnyState; m_Conditions["IsRoot"] = IsRoot; m_Conditions["IsAnyState"] = IsAnyState; }
public void LoadFSM(string jsonText) { m_FSMLoader.LoadJSON(jsonText); m_Map = m_FSMLoader.FSMCurrentState; m_AnyState = m_FSMLoader.FSMAnyState; m_Conditions["IsRoot"] = IsRoot; m_Conditions["IsAnyState"] = IsAnyState; m_Init = true; }
public void UpdateState(float dt) { if (m_Inited == false) { return; } for (int i = 0; i < m_AnyState.ListStates.Count; i++) { var stateNext = m_AnyState.ListStates[i]; if (stateNext.StateName.Equals(m_Map.StateName)) { continue; } else if (CalculateCondition(stateNext)) { m_Map = m_AnyState.ListStates[i]; m_CurrentState = EState.StartState; break; } } var stateNow = m_States[m_Map.StateName]; currentStateName = m_Map.StateName; switch (m_CurrentState) { case EState.StartState: stateNow.StartState(); m_CurrentState = EState.UpdateState; if (OnStartState != null) { OnStartState(currentStateName); } break; case EState.UpdateState: CalculateStateCondition(); if (m_CurrentState == EState.UpdateState) { stateNow.UpdateState(dt); if (OnUpdateState != null) { OnUpdateState(currentStateName); } } break; case EState.EndState: if (OnEndState != null) { OnEndState(currentStateName); } stateNow.ExitState(); m_Map = m_LastState; m_CurrentState = EState.StartState; break; } }
public void SetState(string name) { if (m_Inited == false) { return; } m_Map = m_FSMLoader.FSMMaps [name]; m_CurrentState = EState.StartState; }
private void LoadFSM(Dictionary <string, object> data, ref FSMStateData stateData) { var state = new FSMStateData(); state.Condition = LoadCondition(data["condition_name"].ToString()); state.StateName = data["state_name"].ToString(); m_Maps[state.StateName] = state; LoadChild(data["states"] as List <object>, state.ListStates); stateData = state; }
public void LoadFSM(string jsonText) { m_FSMLoader.LoadJSON(jsonText); m_Map = m_FSMLoader.FSMRootStates; m_AnyState = m_FSMLoader.FSMAnyStates; m_Conditions["IsRoot"] = IsRoot; m_Conditions["IsAnyState"] = IsAnyState; m_Inited = true; firstStateName = m_FSMLoader.FSMRootStates.StateName; }
private void LoadFSM(Dictionary<string, object> data, ref FSMStateData stateData) { var state = new FSMStateData(); state.ConditionName = data["condition_name"].ToString(); state.ConditionValue = bool.Parse (data ["condition_value"].ToString ()); state.StateName = data["state_name"].ToString(); m_Maps[state.StateName] = state; LoadChild(data["states"] as List<object>, state.ListStates); stateData = state; }
private void CalculateStateCondition() { for (int i = 0; i < m_Map.ListStates.Count; i++) { var stateNext = m_Map.ListStates[i]; if (CalculateCondition(stateNext)) { m_CurrentState = EState.EndState; m_LastState = m_Map.ListStates[i]; break; } } }
private void LoadChild(List <object> value, List <FSMStateData> states) { for (int i = 0; i < value.Count; i++) { var data = value[i] as Dictionary <string, object>; var stateName = data["state_name"].ToString(); var state = new FSMStateData(); state.Condition = LoadCondition(data["condition_name"].ToString()); if (m_Maps.ContainsKey(stateName)) { state.StateName = stateName; state.ListStates = m_Maps[stateName].ListStates; } else { state.StateName = stateName; m_Maps[stateName] = state; LoadChild(data["states"] as List <object>, state.ListStates); } states.Add(state); } }
private void LoadChild(List<object> value, List<FSMStateData> states) { for (int i = 0; i < value.Count; i++) { var data = value[i] as Dictionary<string, object>; var stateName = data["state_name"].ToString(); var state = new FSMStateData(); state.ConditionValue = bool.Parse (data ["condition_value"].ToString ()); if (m_Maps.ContainsKey(stateName)) { state.ConditionName = data["condition_name"].ToString(); state.StateName = stateName; state.ListStates = m_Maps[stateName].ListStates; } else { state.ConditionName = data["condition_name"].ToString(); state.StateName = stateName; m_Maps[stateName] = state; LoadChild(data["states"] as List<object>, state.ListStates); } states.Add(state); } }
public void SetState(string name) { m_Map = m_FSMLoader.FSMMaps [name]; m_CurrentState = EState.StartState; }
public void UpdateState() { for (int i = 0; i < m_AnyState.ListStates.Count; i++) { var stateNext = m_AnyState.ListStates[i]; if (stateNext.StateName.Equals(m_Map.StateName)) { continue; } else if (m_Conditions[stateNext.ConditionName]() == stateNext.ConditionValue) { m_Map = m_AnyState.ListStates[i]; m_CurrentState = EState.StartState; break; } } var stateNow = m_States[m_Map.StateName]; StateCurrentName = m_Map.StateName; switch (m_CurrentState) { case EState.StartState: stateNow.StartState(); m_CurrentState = EState.UpdateState; break; case EState.UpdateState: stateNow.UpdateState(); for (int i = 0; i < m_Map.ListStates.Count; i++) { var stateNext = m_Map.ListStates[i]; if (m_Conditions[stateNext.ConditionName]() == stateNext.ConditionValue) { m_CurrentState = EState.EndState; m_LastState = m_Map.ListStates[i]; break; } } break; case EState.EndState: stateNow.ExitState(); m_Map = m_LastState; m_CurrentState = EState.StartState; break; } }