Exemplo n.º 1
0
    //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);
    }
Exemplo n.º 2
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    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);
    }
Exemplo n.º 3
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    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);
    }
Exemplo n.º 4
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    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);
    }
Exemplo n.º 5
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    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);
    }
Exemplo n.º 6
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    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);
    }
Exemplo n.º 7
0
Arquivo: State.cs Projeto: gdgeek/fly
 public GDGeek.State getState(FSM fsm)
 {
     if(state_ == null){
         state_ = create(fsm);
     }
     return state_;
 }
Exemplo n.º 8
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    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);
    }
Exemplo n.º 9
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    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);
    }
Exemplo n.º 10
0
    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);
    }
Exemplo n.º 11
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    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);
    }
Exemplo n.º 12
0
    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);
    }
Exemplo n.º 13
0
    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);
    }
Exemplo n.º 14
0
    private State overState()
    {
        StateWithEventMap state = TaskState.Create(delegate() {
            return(_ctrl.overTask());
        }, fsm_, "end");

        return(state);
    }
Exemplo n.º 15
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    public State moveXState()
    {
        StateWithEventMap state = TaskState.Create(delegate() {
            return(_ctrl.moveXTask());
        }, fsm_, "fall");

        return(state);
    }
Exemplo n.º 16
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    public State moveYState()
    {
        StateWithEventMap state = TaskState.Create(delegate {
            return(_ctrl.fallOneTask());
        }, fsm_, "check");

        return(state);
    }
Exemplo n.º 17
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    private State getBegin()
    {
        StateWithEventMap swem = TaskState.Create(delegate {
            return(new Task());
        }, this.fsm_, "fighting");


        return(swem);
    }
Exemplo n.º 18
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    private State getPower()
    {
        StateWithEventMap swie = new StateWithEventMap();

        swie.onStart += delegate {
            //	_body.power();
        };
        return(swie);
    }
Exemplo n.º 19
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    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);
    }
Exemplo n.º 20
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Arquivo: Shop.cs Projeto: gdgeek/shop
    private State getNormal()
    {
        StateWithEventMap normal = new StateWithEventMap();

        normal.addAction("swipe_start", "touch");
        normal.onStart += delegate {
            //		Debug.Log("normal");
        };
        return(normal);
    }
Exemplo n.º 21
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        private State ULoadingState()
        {
            StateWithEventMap state = new StateWithEventMap();

            state.onStart += delegate
            { //Debug.LogError("uloading状态");
            };
            state.onOver += delegate { };
            return(state);
        }
Exemplo n.º 22
0
    //下落状态
    private State FallState()
    {
        StateWithEventMap state = TaskState.Create(delegate
        {
            Task doFallTask = DoFallTask();
            return(doFallTask);
        }, fsm, "remove");

        return(state);
    }
Exemplo n.º 23
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    private State getFighting()
    {
        StateWithEventMap swem = new StateWithEventMap();

        swem.onStart += delegate {
            Debug.Log("asdfasdfasdfsdfsdf");
        };


        return(swem);
    }
Exemplo n.º 24
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    private State beginState()
    {
        StateWithEventMap state = new StateWithEventMap();

        //state.onStart += delegate
        //{
        //    Debug.Log("begin state");
        //};
        state.addEvent("begin", "input");
        return(state);
    }
Exemplo n.º 25
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    // 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);
    }
Exemplo n.º 26
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    private State searchState()
    {
        StateWithEventMap state = new StateWithEventMap();

        state.onStart += delegate
        {
        };
        state.onOver += delegate
        {
        };
        return(state);
    }
Exemplo n.º 27
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    private State getGray()
    {
        StateWithEventMap swem = new StateWithEventMap();

        swem.onStart += delegate() {
            _palette.sprite = _grayPalette;
            _change.sprite  = _grayChange;
        };
        swem.onOver += delegate() {
        };
        return(swem);
    }
Exemplo n.º 28
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    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);
    }
Exemplo n.º 29
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    private State strollState()
    {
        StateWithEventMap state = new StateWithEventMap();

        state.onStart += delegate
        {
        };
        state.onOver += delegate
        {
        };
        state.addAction("unawake", "Idle");
        return(state);
    }
Exemplo n.º 30
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    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);
    }
Exemplo n.º 31
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    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);
    }