예제 #1
0
        protected override FSMState CreateState(StateId state)
        {
            switch (state.GetId())
            {
            case CVAnimState.Idle:
            {
                //return new AnimIdleFS(this, m_beingEntity);
                return(new AnimIdleFS(this, m_card));
            }

            case CVAnimState.Walk:
            {
                //return new AnimWalkFS(this, m_beingEntity);
                return(new AnimWalkFS(this, m_card));
            }

            case CVAnimState.Run:
            {
                //return new AnimRunFS(this, m_beingEntity);
                return(new AnimRunFS(this, m_card));
            }

            default:
                return(null);
            }
        }
예제 #2
0
 protected override FSMState CreateState(StateId state)
 {
     switch (state.GetId())
     {
         case CVAnimState.Idle:
         {
             //return new AnimIdleFS(this, m_beingEntity);
             return new AnimIdleFS(this, m_card);
         }
         case CVAnimState.Walk:
         {
             //return new AnimWalkFS(this, m_beingEntity);
             return new AnimWalkFS(this, m_card);
         }
         case CVAnimState.Run:
         {
             //return new AnimRunFS(this, m_beingEntity);
             return new AnimRunFS(this, m_card);
         }
         default:
             return null;
     }
 }
예제 #3
0
 protected override FSMState CreateState(StateId state)
 {
     switch (state.GetId())
     {
         case (int)SceneState.eInplace:
         {
             return new InplaceFS(this, m_card);
         }
         case (int)SceneState.eInplace2DestStart:
         {
             return new Inplace2DestStartFS(this, m_card);
         }
         case (int)SceneState.eInplace2Desting:
         {
             return new Inplace2DestingFS(this, m_card);
         }
         case (int)SceneState.eInplace2Dested:
         {
             return new Inplace2DestedFS(this, m_card);
         }
         case (int)SceneState.eAttackStart:
         {
             return new AttackStartFS(this, m_card);
         }
         case (int)SceneState.eAttacking:
         {
             return new AttackingFS(this, m_card);
         }
         case (int)SceneState.eAttacked:
         {
             return new AttackedFS(this, m_card);
         }
         case (int)SceneState.eDest2InplaceStart:
         {
             return new Dest2InplaceStartFS(this, m_card);
         }
         case (int)SceneState.eDest2Inplaceing:
         {
             return new Dest2InplaceingFS(this, m_card);
         }
         case (int)SceneState.eDest2Inplaced:
         {
             return new Dest2InplacedFS(this, m_card);
         }
         case (int)SceneState.eHurtStart:
         {
             return new HurtStartFS(this, m_card);
         }
         case (int)SceneState.eHurting:
         {
             return new HurtingFS(this, m_card);
         }
         case (int)SceneState.eHurted:
         {
             return new HurtedFS(this, m_card);
         }
         default:
         {
             return null;
         }
     }
 }
예제 #4
0
파일: FSM.cs 프로젝트: zhutaorun/unitygame
 public bool equalCurState(StateId state)
 {
     return m_curStateId.GetId() == state.GetId();
 }
예제 #5
0
        protected override FSMState CreateState(StateId state)
        {
            switch (state.GetId())
            {
            case (int)SceneState.eInplace:
            {
                return(new InplaceFS(this, m_card));
            }

            case (int)SceneState.eInplace2DestStart:
            {
                return(new Inplace2DestStartFS(this, m_card));
            }

            case (int)SceneState.eInplace2Desting:
            {
                return(new Inplace2DestingFS(this, m_card));
            }

            case (int)SceneState.eInplace2Dested:
            {
                return(new Inplace2DestedFS(this, m_card));
            }

            case (int)SceneState.eAttackStart:
            {
                return(new AttackStartFS(this, m_card));
            }

            case (int)SceneState.eAttacking:
            {
                return(new AttackingFS(this, m_card));
            }

            case (int)SceneState.eAttacked:
            {
                return(new AttackedFS(this, m_card));
            }

            case (int)SceneState.eDest2InplaceStart:
            {
                return(new Dest2InplaceStartFS(this, m_card));
            }

            case (int)SceneState.eDest2Inplaceing:
            {
                return(new Dest2InplaceingFS(this, m_card));
            }

            case (int)SceneState.eDest2Inplaced:
            {
                return(new Dest2InplacedFS(this, m_card));
            }

            case (int)SceneState.eHurtStart:
            {
                return(new HurtStartFS(this, m_card));
            }

            case (int)SceneState.eHurting:
            {
                return(new HurtingFS(this, m_card));
            }

            case (int)SceneState.eHurted:
            {
                return(new HurtedFS(this, m_card));
            }

            default:
            {
                return(null);
            }
            }
        }
예제 #6
0
 public bool equalCurState(StateId state)
 {
     return(m_curStateId.GetId() == state.GetId());
 }