예제 #1
0
    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;
    }
예제 #2
0
 private State PlayState()
 {
     StateWithEventMap state = new StateWithEventMap();
     state.onStart += delegate{
         TaskWait tw = new TaskWait(2f);
         TaskManager.PushFront(tw, delegate(){
             PlayPanelInit();
         });
         TaskManager.PushBack(tw, delegate(){
             _black.SetBool("On", false);
         });
         TaskManager.Run(tw);
     };
     state.onOver += delegate{
         
     };
     state.addEvent("end", "end");
     return state;
 }
예제 #3
0
 private State BeginState()
 {
     StateWithEventMap state = new StateWithEventMap();
     state.onStart += delegate{
         _view._beginPanel.SetActive(true);
         _view._playPanel.SetActive(false);
         _view._endPanel.SetActive(false);
         _beginAnimator.SetBool("Go", true);
     };
     state.onOver += delegate{
         TaskWait tw = new TaskWait(2f);
         TaskManager.PushFront(tw, delegate(){
             _black.SetBool("On", true);
         });
         TaskManager.PushBack(tw, delegate(){
             _view._beginPanel.SetActive(false);
             _view._playPanel.SetActive(true);
         });
         TaskManager.Run(tw);
     };
     state.addEvent("begin", "play");
     return state;
 }
예제 #4
0
 private State EndState()
 {
     StateWithEventMap state = new StateWithEventMap();
     state.onStart += delegate{
         TaskWait tw = new TaskWait(1.5f);
         TaskManager.PushBack(tw, delegate(){
             _view._endPanel.SetActive(true);
             for(int i = 0; i < awardList_.Count; ++i){
                 DestroyImmediate(awardList_[i]);
             }
             for(int i = 0; i < enemyList_.Count; ++i){
                 DestroyImmediate(enemyList_[i]);
             }
             for(int i = 0; i < followerList_.Count; ++i){
                 DestroyImmediate(followerList_[i]);
             }
             for(int i = 0; i < rockList_.Count; ++i){
                 DestroyImmediate(rockList_[i]);
             }
             enemyList_.Clear();
             followerList_.Clear();
             rockList_.Clear();
             _endAnimator.SetBool("Play", true);
         });
         TaskManager.Run(tw);
     };
     state.onOver += delegate{
         TaskWait tw = new TaskWait(1f);
         TaskManager.PushFront(tw, delegate(){
             _endAnimator.GetComponent<CanvasGroup>().alpha = 0;
             _endAnimator.SetBool("Play", false);
         });
         TaskManager.PushBack(tw, delegate(){
             _view._endPanel.SetActive(false);
             _endAnimator.GetComponent<CanvasGroup>().alpha = 1;
         });
         TaskManager.Run(tw);
     };
     state.addEvent("again", "again");
     return state;
 }
예제 #5
0
    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;
    }
예제 #6
0
    State beginState()
    {
        StateWithEventMap state = new StateWithEventMap ();
        state.onStart += delegate {
            _ctrl._model.clear();
            _ctrl.getNext();
            _ctrl._speed = 1.0f;
            Time.timeScale = _ctrl._speed;
            _ctrl._view.begin.gameObject.SetActive(true);
        };
        state.onOver += delegate {
            _ctrl._view.begin.gameObject.SetActive(false);
        };

        state.addEvent("begin", "create");
        return state;
    }