//消除状态 private State RemoveState() { bool isFall = false; StateWithEventMap state = TaskState.Create(delegate { Task task = new Task(); TaskManager.PushFront(task, delegate { isFall = CheckAndRemove(); }); return(task); }, fsm, delegate { if (isFall == true) { return("fall"); } else { return("input"); } }); return(state); }
private State getSkill() { StateWithEventMap swie = TaskState.Create(delegate() { TaskList tl = new TaskList(); TaskWait tw = new TaskWait(0.01f); TaskManager.PushFront(tw, delegate() { this._animator.Play("skill"); }); Task task = new Task(); task.isOver = delegate() { var info = _animator.GetCurrentAnimatorStateInfo(0); if (!info.IsName("skill")) { return(true); } else { return(false); } }; tl.push(tw); tl.push(task); tl.push(resetTask()); return(tl); }, fsm_, delegate(FSMEvent evt) { return("idle"); }); return(swie); }
State FirstState() { StateWithEventMap state = new StateWithEventMap(); state.OnStart += delegate { Debug.Log("好的准备开工"); Controller.TaskWait(2f, delegate { //等待2秒后开工 fsm.translation("SecondState"); }); }; state.AddAction("First", delegate { Debug.Log("别吵,在干活呢"); }); state.AddAction("ddddd", delegate { Debug.Log("我是ddddd"); }); state.OnOver += delegate { Debug.Log("要开始干活了!"); }; return(state); }
State removeState() { bool s = false; StateWithEventMap state = TaskState.Create(delegate { Task task = new Task(); TaskManager.PushFront(task, delegate { s = checkAndRemove(); }); return(task); }, fsm_, delegate { if (s) { return("fall"); } else { return("input"); } }); state.onStart += delegate { // Debug.LogWarning("in remove!"); }; return(state); }
private State ariseState() {//方块出现的状态 int newIndex = -1; StateWithEventMap state = TaskState.Create(delegate { mappingModel2View(); //出现随机方块前需要先刷新页面 newIndex = _model.createNewCube(); //model层先创建新的方块出来 //Task tk = _view.play.AriseTask(newIndex,_model.getCube(newIndex).number);//在此任务中完成view层动画 //return tk; return(new Task()); }, _fsm, delegate { if (newIndex >= 0) { return("input"); } else {//游戏结束 _view.end.Peroration.text = "Game Over!"; return("end"); } }); return(state); }
private State getOut() { StateWithEventMap swem = new StateWithEventMap(); swem.addAction("enter", delegate(FSMEvent evt){ GameObject go = (GameObject)(evt.obj); VectorInt3 point = this._buoy.position2cell(go.transform.position); if (point != this._buoy.point) { this._buoy.point = point; } return("in"); }); swem.addAction("stay", delegate(FSMEvent evt) { GameObject go = (GameObject)(evt.obj); VectorInt3 point = this._buoy.position2cell(go.transform.position); if (point != this._buoy.point) { this._buoy.point = point; } ; return("in"); }); return(swem); }
public GDGeek.State getState(FSM fsm) { if(state_ == null){ state_ = create(fsm); } return state_; }
private State moveState() {//move状态执行完移动任务跳向arise状态 StateWithEventMap state = TaskState.Create(delegate { //TaskWait tw = new TaskWait(); //tw.setAllTime(0.1f); //return tw; return(taskSet); }, _fsm, "arise"); //StateWithEventMap state = new StateWithEventMap(); //state.onStart += delegate //{ // TaskManager.Run(taskSet); // //taskSet.init(); //}; state.onOver += delegate { taskSet.Clear(); //_fsm.post("toArise"); }; //state.addEvent("toArise", "arise"); //StateWithEventMap state = new StateWithEventMap(); //state.addEvent("swipe", "arise"); return(state); }
private State getPen() { StateWithEventMap swem = new StateWithEventMap(); swem.addAction("drawing", delegate { _matrix.draw(true); }); swem.addAction("drawed", delegate { _matrix.draw(false); }); swem.addAction("action", delegate { if (0 != (this.action_ & (int)(Action.Remove))) { return("remove"); } if (0 != (this.action_ & (int)(Action.Add))) { return("add"); } return("add"); }); return(swem); }
public State checkState() { StateWithEventMap state = TaskState.Create(delegate { return(new Task()); }, fsm_, delegate { if (_ctrl._toX != -1) { if (_ctrl._toX == _ctrl._currX) { return("fall"); } else { return("move.x"); } } if (_ctrl.check()) { return("move.y"); } else { _ctrl._sound.fall.Play(); return("remove"); } }); return(state); }
private State playState() { StateWithEventMap state = new StateWithEventMap(); //带有任务的状态,异步处理工具 /* * StateWithEventMap state = TaskState.Create(delegate * { * TaskWait tw = new TaskWait(); * * tw.setAllTime(10f); * * return tw; * }, fsm_, "end"); */ state.onStart += delegate { _view.play.gameObject.SetActive(true); }; state.onOver += delegate { _view.play.gameObject.SetActive(false); // Destroy(GameObject.FindGameObjectWithTag("Player")); }; state.addAction("over", "end"); return(state); }
public State getStart() { StateWithEventMap state = TaskState.Create(delegate() { Task task = new TaskWait(0.1f); TaskManager.PushFront(task, delegate { _hp = 5; _hpBar.setValue(_hp); _number++; if (_number % 2 == 1) { _girl.SetActive(false); _old.SetActive(true); } else { _girl.SetActive(true); _old.SetActive(false); } }); // _hpBar.setValue (_hp); return(task); }, this._fsm, "idle"); return(state); }
private State getHit() { StateWithEventMap swie = TaskState.Create(delegate() { TaskList tl = new TaskList(); TaskWait tw = new TaskWait(0.01f); TaskManager.PushFront(tw, delegate() { _animator.Play("def"); }); Task task = new Task(); task.isOver = delegate() { var info = _animator.GetCurrentAnimatorStateInfo(0); if (info.normalizedTime > info.length) { return(true); } else { return(false); } }; tl.push(tw); tl.push(task); tl.push(resetTask()); return(tl); }, fsm_, delegate(FSMEvent evt) { return("idle"); }); return(swie); }
private State overState() { StateWithEventMap state = TaskState.Create(delegate() { return(_ctrl.overTask()); }, fsm_, "end"); return(state); }
public State moveXState() { StateWithEventMap state = TaskState.Create(delegate() { return(_ctrl.moveXTask()); }, fsm_, "fall"); return(state); }
public State moveYState() { StateWithEventMap state = TaskState.Create(delegate { return(_ctrl.fallOneTask()); }, fsm_, "check"); return(state); }
private State getBegin() { StateWithEventMap swem = TaskState.Create(delegate { return(new Task()); }, this.fsm_, "fighting"); return(swem); }
private State getPower() { StateWithEventMap swie = new StateWithEventMap(); swie.onStart += delegate { // _body.power(); }; return(swie); }
private State BeginState() { StateWithEventMap state = new StateWithEventMap(); state.onStart += delegate { _view.begin.gameObject.SetActive(true); }; state.onOver += delegate { _view.begin.gameObject.SetActive(false); }; state.addEvent("begin", "input"); return(state); }
private State getNormal() { StateWithEventMap normal = new StateWithEventMap(); normal.addAction("swipe_start", "touch"); normal.onStart += delegate { // Debug.Log("normal"); }; return(normal); }
private State ULoadingState() { StateWithEventMap state = new StateWithEventMap(); state.onStart += delegate { //Debug.LogError("uloading状态"); }; state.onOver += delegate { }; return(state); }
//下落状态 private State FallState() { StateWithEventMap state = TaskState.Create(delegate { Task doFallTask = DoFallTask(); return(doFallTask); }, fsm, "remove"); return(state); }
private State getFighting() { StateWithEventMap swem = new StateWithEventMap(); swem.onStart += delegate { Debug.Log("asdfasdfasdfsdfsdf"); }; return(swem); }
private State beginState() { StateWithEventMap state = new StateWithEventMap(); //state.onStart += delegate //{ // Debug.Log("begin state"); //}; state.addEvent("begin", "input"); return(state); }
// Use this for initialization public State getIdle() { StateWithEventMap state = new StateWithEventMap(); state.onStart += delegate { _animator.Play("Idle"); Debug.Log("in idle"); }; state.addAction("attack", "attack"); return(state); }
private State searchState() { StateWithEventMap state = new StateWithEventMap(); state.onStart += delegate { }; state.onOver += delegate { }; return(state); }
private State getGray() { StateWithEventMap swem = new StateWithEventMap(); swem.onStart += delegate() { _palette.sprite = _grayPalette; _change.sprite = _grayChange; }; swem.onOver += delegate() { }; return(swem); }
private State EndState() { //带消息映射表的状态类 StateWithEventMap state = new StateWithEventMap(); state.onStart += delegate { _view.end.gameObject.SetActive(true); }; state.onOver += delegate { _view.end.gameObject.SetActive(false); }; state.addEvent("end", "begin"); return(state); }
private State strollState() { StateWithEventMap state = new StateWithEventMap(); state.onStart += delegate { }; state.onOver += delegate { }; state.addAction("unawake", "Idle"); return(state); }
private State getClicked() { StateWithEventMap swem = new StateWithEventMap(); swem.onStart += delegate() { Debug.Log("i am clicked!"); handle_.clicked(); }; swem.addAction("untouched", "leave"); swem.addAction("unclicked", "touched"); return(swem); }
private State getRemove() { StateWithEventMap swem = new StateWithEventMap(); swem.onStart += delegate { _remove.gameObject.SetActive(true); _matrix.setBrush(_remove); }; swem.onOver += delegate { _remove.gameObject.SetActive(false); }; return(swem); }