Exemplo n.º 1
0
    private void Start()
    {
        CountdownState countDownState = new CountdownState();
        State          game           = new TriggeringLambdaState <Trigger>(
            name: "game",
            onStateEnter: () =>
        {
            GameManager.Instance.ShowScoreUI();
            GameManager.Instance.RestartGame();
            return(null);
        });
        State scoreScreen = new LambdaState(
            name: "score screen",
            onStateEnter: () =>
        {
            int score = GameManager.Instance.Score;
            GameManager.Instance.HideScoreUI();
            GameManager.Instance.Reset();
            GameManager.Instance.gameObject.SetActive(false);
            this.scoreScreen.SetScore(score);
            this.scoreScreen.gameObject.SetActive(true);
        });

        countDownState.Text = scoreText;

        sm.AddEntryState(countDownState);
        sm.AddState(game);
        sm.AddState(scoreScreen);

        sm.AddTransition(countDownState, game, sm.CreateTriggerCondition(Trigger.NextState));
        sm.AddTransition(game, scoreScreen, sm.CreateTriggerCondition(Trigger.NextState));

        sm.Start();
    }
Exemplo n.º 2
0
    private void Start()
    {
        //GameState gameState = new GameState();

        stateMachine = new StateMachine <StateBool, StateTrigger>();
        stateMachine.AddEntryState(menuState.State);
        stateMachine.Start();
    }
Exemplo n.º 3
0
    private void ConstructStateMachine()
    {
        sm = new StateMachine <GameBool, GameTrigger>(verbose: false);

        GenerateLevelState generateLevelState = new GenerateLevelState(blackBoard);
        ReadGameFlowState  readGameFlowState  = new ReadGameFlowState(blackBoard);
        InstructionState   instructionState   = new InstructionState(blackBoard);
        LevelBeatenState   levelBeatenState   = new LevelBeatenState(blackBoard);
        CountDownState     countDownState     = new CountDownState(blackBoard);
        GameOverState      gameOverState      = new GameOverState(blackBoard);
        EndGameState       endGameState       = new EndGameState(blackBoard);
        LoadingState       loadingState       = new LoadingState(blackBoard);
        ConfigState        configState        = new ConfigState(blackBoard);
        DeathState         deathState         = new DeathState(blackBoard);
        MenuState          menuState          = new MenuState(blackBoard);
        PlayState          playState          = new PlayState(blackBoard);
        EmptyState         emptyState         = new EmptyState();

        sm.AddEntryState(emptyState);
        sm.AddState(generateLevelState);
        sm.AddState(readGameFlowState);
        sm.AddState(instructionState);
        sm.AddState(levelBeatenState);
        sm.AddState(countDownState);
        sm.AddState(gameOverState);
        sm.AddState(endGameState);
        sm.AddState(loadingState);
        sm.AddState(configState);
        sm.AddState(deathState);
        sm.AddState(menuState);
        sm.AddState(playState);

        // start by going to the loading
        sm.AddTransition(
            emptyState,
            loadingState,
            sm.CreateTriggerCondition(GameTrigger.NextState));

        // loading state always goes to the menu state
        sm.AddTransition(
            loadingState,
            menuState,
            sm.CreateTriggerCondition(GameTrigger.NextState));

        // menu to config
        sm.AddTransition(
            menuState,
            configState,
            sm.CreateTriggerCondition(GameTrigger.GotoConfig));

        // config back to menu
        sm.AddTransition(
            configState,
            menuState,
            sm.CreateTriggerCondition(GameTrigger.GotoMainMenu));

        // menu straight to game if the player has already seen the instructions
        sm.AddTransition(
            menuState,
            readGameFlowState,
            sm.CreateTriggerCondition(GameTrigger.GotoGame),
            sm.CreateBoolCondition(GameBool.HasSeenInstructions, true));

        // menu to instructions
        sm.AddTransition(
            menuState,
            instructionState,
            sm.CreateTriggerCondition(GameTrigger.GotoGame),
            sm.CreateBoolCondition(GameBool.HasSeenInstructions, false));

        // instruction to start game state
        sm.AddTransition(
            instructionState,
            readGameFlowState,
            sm.CreateTriggerCondition(GameTrigger.NextState));

        // reading game to config to set up variables
        sm.AddTransition(
            readGameFlowState,
            configState,
            sm.CreateTriggerCondition(GameTrigger.SetUpConfig));

        // config back to read game flow
        sm.AddTransition(
            configState,
            readGameFlowState,
            sm.CreateTriggerCondition(GameTrigger.NextState));

        // reading game to generating a level
        sm.AddTransition(
            readGameFlowState,
            generateLevelState,
            sm.CreateTriggerCondition(GameTrigger.GotoGame));

        // on generation fail, go back to main menu
        sm.AddTransition(
            generateLevelState,
            menuState,
            sm.CreateTriggerCondition(GameTrigger.GotoMainMenu));

        // generating game to countdown
        sm.AddTransition(
            generateLevelState,
            countDownState,
            sm.CreateTriggerCondition(GameTrigger.NextState));

        // countdown to play state
        sm.AddTransition(
            countDownState,
            playState,
            sm.CreateTriggerCondition(GameTrigger.NextState));

        // play state to death
        sm.AddTransition(
            playState,
            deathState,
            sm.CreateTriggerCondition(GameTrigger.PlayerDied));

        // death back to generating level
        sm.AddTransition(
            deathState,
            generateLevelState,
            sm.CreateTriggerCondition(GameTrigger.NextState));

        // death state back to main menu
        sm.AddTransition(
            deathState,
            menuState,
            sm.CreateTriggerCondition(GameTrigger.GotoMainMenu));

        // play to level beaten
        sm.AddTransition(
            playState,
            levelBeatenState,
            sm.CreateTriggerCondition(GameTrigger.PlayerWon));

        // level beating to replay
        sm.AddTransition(
            levelBeatenState,
            generateLevelState,
            sm.CreateTriggerCondition(GameTrigger.ReplayLevel));

        // level beaten back to read game flow to figure out what is next
        sm.AddTransition(
            levelBeatenState,
            readGameFlowState,
            sm.CreateTriggerCondition(GameTrigger.NextState));

        // level beaten back to the main menu
        sm.AddTransition(
            levelBeatenState,
            menuState,
            sm.CreateTriggerCondition(GameTrigger.GotoMainMenu));

        // game is over since read game flow state can't find anything else
        sm.AddTransition(
            readGameFlowState,
            gameOverState,
            sm.CreateTriggerCondition(GameTrigger.GotoGameOver));

        // in the game over state, the only option is to go back to the main menu
        sm.AddTransition(
            gameOverState,
            menuState,
            sm.CreateTriggerCondition(GameTrigger.GotoMainMenu));
    }