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); }
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); }
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 getIn() { StateWithEventMap swem = new StateWithEventMap(); swem.onStart += delegate { if (drawing_ && brush_) { brush_.brush(this._buoy.point, this._buinding); } _buoy.open(); }; swem.onOver += delegate { _buoy.close(); }; swem.addAction("drawing", delegate(FSMEvent evt) { if (drawing_ && this.brush_ != null) { this.brush_.brush(this._buoy.point, this._buinding); } }); swem.addAction("brush", delegate(FSMEvent evt) { // Debug.Log("!!!!!!DSFDSF"); if (drawing_ && this.brush_ != null) { this.brush_.brush(this._buoy.point, this._buinding); } }); swem.addAction("exit", "out"); swem.addAction("stay", delegate(FSMEvent evt) { // Debug.Log(drawing_+ this.brush_.gameObject.name); GameObject go = (GameObject)(evt.obj); VectorInt3 point = this._buoy.position2cell(go.transform.position); if (point != this._buoy.point) { this._buoy.point = point; if (drawing_ && this.brush_ != null) { this.brush_.brush(point, this._buinding); } } }); return(swem); }
State inputState() { StateWithEventMap state = new StateWithEventMap(); state.addEvent("back", "begin"); int number = 0; state.onStart += delegate { number = Random.Range(0, 5); number = (int)Mathf.Pow(2, number); Cube c = _model.getCube(1, 0); c.number = number; c.isEnabled = true; refreshModel2View(); refreshPoints2View(); Debug.Log("alex"); Debug.Log(Points.number); }; state.addAction("1", delegate(FSMEvent evt) { // Debug.Log ("I get one~"); input(0, number); return("fall"); }); state.addAction("2", delegate(FSMEvent evt) { // Debug.Log ("I get two~"); input(1, number); return("fall"); }); state.addAction("3", delegate(FSMEvent evt) { // Debug.Log ("I get 3~"); input(2, number); return("fall"); }); state.addAction("4", delegate(FSMEvent evt) { // Debug.Log ("I get 4~"); input(3, number); return("fall"); }); return(state); }
private State getLower() { StateWithEventMap swem = new StateWithEventMap(); swem.onStart += delegate { Key[] keys = getKeys(); for (int i = 0; i < keys.Length; ++i) { keys[i].lower(); } }; swem.addAction("shift", "upper"); swem.addAction("number", "number"); return(swem); }
private State getTouch() { StateWithEventMap swem = new StateWithEventMap(); swem.onStart += delegate() { handle_.touched(); SphereCollider c = this.GetComponent <SphereCollider>(); c.enabled = true; _biao.SetActive(true); }; swem.addAction("clicked", "clicked"); swem.addAction("untouched", "leave"); return(swem); }
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); }
private State getPunctuation() { StateWithEventMap swem = new StateWithEventMap(); swem.onStart += delegate { Key[] keys = getKeys(); for (int i = 0; i < keys.Length; ++i) { keys[i].punctuation(); } }; swem.addAction("shift", "number"); swem.addAction("number", "lower"); //InputField. return(swem); }
private State getLeave() { StateWithEventMap swem = new StateWithEventMap(); swem.addAction("touched", "touched"); swem.addAction("clicked", "clicked"); swem.onStart += delegate() { handle_.leave(); _biao.SetActive(false); SphereCollider c = this.GetComponent <SphereCollider>(); c.enabled = false; }; swem.onOver += delegate() { }; return(swem); }
private State getIdle() { StateWithEventMap swie = new StateWithEventMap(); swie.onStart += delegate { this._animator.speed = 1; this._animator.Play("idle"); }; swie.addAction("magic", "magic"); swie.addAction("attack", delegate(FSMEvent evt) { attack_++; return("attack"); }); swie.addAction("skill", "skill"); swie.addAction("def", "def"); return(swie); }
private State getNormal() { StateWithEventMap normal = new StateWithEventMap(); normal.addAction("swipe_start", "touch"); normal.onStart += delegate { // Debug.Log("normal"); }; return(normal); }
public State inputState() { StateWithEventMap state = new StateWithEventMap(); state.addAction("0", delegate(FSMEvent evt) { if (_ctrl.checkToX(0)) { Time.timeScale = 3.0f * _ctrl._speed; _ctrl._toX = 0; } }); state.addAction("1", delegate(FSMEvent evt) { if (_ctrl.checkToX(1)) { Time.timeScale = 3.0f * _ctrl._speed; _ctrl._toX = 1; } }); state.addAction("2", delegate(FSMEvent evt) { if (_ctrl.checkToX(2)) { Time.timeScale = 3.0f * _ctrl._speed; _ctrl._toX = 2; } }); state.addAction("3", delegate(FSMEvent evt) { if (_ctrl.checkToX(3)) { Time.timeScale = 3.0f * _ctrl._speed; _ctrl._toX = 3; } }); 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 Awake() { StateWithEventMap state = new StateWithEventMap(); state.addAction("away", "sleep"); state.addAction("die", "dead"); state.onStart += delegate { EnemyAwake = true; current = "awake"; ParticleTrail.emissionRate = 15; AnimatorController.SetBool("Awake", EnemyAwake); }; state.onOver += delegate { EnemyAwake = false; AnimatorController.SetBool("Awake", EnemyAwake); }; return(state); }
public State getAttack() { bool isAttackOver = false; bool doubleAttackOver = false; StateWithEventMap state = TaskState.Create(delegate() { Task task = new Task(); TaskManager.PushFront(task, delegate() { isAttackOver = false; doubleAttackOver = false; _foe._fsm.post("hurt"); _animator.Play("Attack"); }); task.isOver = delegate { return(isAttackOver); }; TaskManager.PushBack(task, delegate() { _animator.speed = 1; }); //_animator.i return(task); }, this.fsm_, delegate(FSMEvent evt) { if (doubleAttackOver) { return("attack"); } return("idle"); }); state.addAction("attack", delegate(FSMEvent evt) { _animator.speed = 10000; doubleAttackOver = true; Debug.Log("double attack"); }); state.addAction("atk_over", delegate(FSMEvent evt) { isAttackOver = true; }); return(state); }
//输入状态 private State InputState() { int number = 0; StateWithEventMap state = new StateWithEventMap(); state.onStart += delegate { Debug.Log("进入输入状态!"); number = UnityEngine.Random.Range(3, 8); //number = 5; Cube c = model.GetCube(1, 2); c.number = number; c.isEnabled = true; RefreshModel2View(); }; state.addAction("1", delegate(FSMEvent evt) { Input(1, number); return("fall"); }); state.addAction("2", delegate(FSMEvent evt) { Input(2, number); return("fall"); }); state.addAction("3", delegate(FSMEvent evt) { Input(3, number); return("fall"); }); state.addAction("4", delegate(FSMEvent evt) { Input(4, number); return("fall"); }); return(state); }
private State strollState() { StateWithEventMap state = new StateWithEventMap(); state.onStart += delegate { }; state.onOver += delegate { }; state.addAction("unawake", "Idle"); return(state); }
//输入状态,在输入开始时显示一个数字 private State InputState() { StateWithEventMap state = new StateWithEventMap(); int number = 0; state.onStart += delegate { number = Random.Range(3, 8); Cube c = _model.GetCube(0, 0); //在0,0位置出现数字 c.number = number; c.isEnable = true; RefreshModelToView(); //每次操作完数据要在界面上画出来 }; //根据状态事件出发某个执行动作 state.addAction("1", delegate(FSMEvent evt) { Input(0, number); return("fall"); //当动作执行完后返回另一个状态,输入为空时返回本状态 }); state.addAction("2", delegate(FSMEvent evt) { Input(1, number); return("fall"); }); state.addAction("3", delegate(FSMEvent evt) { Input(2, number); return("fall"); }); state.addAction("4", delegate(FSMEvent evt) { Input(3, number); return("fall"); }); return(state); }
private State getTouch() { StateWithEventMap touch = new StateWithEventMap(); touch.addAction("swipe_end", "select"); touch.onStart += delegate { // Debug.Log("touch"); }; touch.onOver += delegate { _select = -(int)(_offset.transform.position.x / Jianju_ - 0.5f); Debug.Log(_select); }; return(touch); }
private State getAttack() { StateWithEventMap swie = TaskState.Create(delegate() { TaskList tl = new TaskList(); TaskWait tw = new TaskWait(0.01f); TaskManager.PushFront(tw, delegate() { this._animator.Play("attack"); }); Task task = new Task(); TaskManager.PushFront(task, delegate() { }); task.isOver = delegate() { var info = _animator.GetCurrentAnimatorStateInfo(0); if (!info.IsName("attack")) { return(true); } else { return(false); } }; task.shutdown = delegate() { attack_--; }; tl.push(tw); tl.push(task); tl.push(resetTask()); return(tl); }, fsm_, delegate(FSMEvent evt) { if (this.attack_ != 0) { return("attack"); } else { return("idle"); } }); swie.addAction("attack", delegate(FSMEvent evt) { attack_++; _animator.speed = 2 + (attack_ - 1) * 10; }); return(swie); }
private State Sleep() { StateWithEventMap state = new StateWithEventMap(); state.addAction("near", "awake"); state.onStart += delegate { EnemyAwake = false; current = "sleep"; ParticleTrail.emissionRate = 0; }; state.onOver += delegate { EnemyAwake = true; }; return(state); }
private State endState() { StateWithEventMap state = new StateWithEventMap(); state.addAction("end", "begin"); state.onStart += delegate { _view.end.gameObject.SetActive(true); }; state.onOver += delegate { _view.end.gameObject.SetActive(false); SceneManager.LoadScene(0); }; return(state); }
private State endState() {//结束状态 StateWithEventMap state = new StateWithEventMap(); state.onStart += delegate { _view.end.Show(); }; state.onOver += delegate { _view.end.Hide(); }; state.addAction("end", delegate(FSMEvent evt) {//重新清空CubeList _model.ResetCubeList(); mappingModel2View(); return("input"); }); return(state); }
private State Dead() { StateWithEventMap state = new StateWithEventMap(); state.addAction("away", "sleep"); state.onStart += delegate { current = "dead"; AnimatorController.SetBool("Dead", EnemyDead); EnemyDead = true; Debug.Log("Monster died"); Invoke("iDied", 0.15f); }; state.onOver += delegate { }; return(state); }
private State beginState() { //带消息映射表的状态类 StateWithEventMap state = new StateWithEventMap(); state.onStart += delegate { _view.begin.gameObject.SetActive(true); // _view.uiCamera.gameObject.SetActive(false); //_view.playCamera.gameObject.SetActive(true); }; state.onOver += delegate { _view.begin.gameObject.SetActive(false); // _view.uiCamera.gameObject.SetActive(true); // _view.playCamera.gameObject.SetActive(false); }; state.addAction("begin", "play"); return(state); }
public State getIdle() { StateWithEventMap state = new StateWithEventMap(); state.onStart += delegate { _animator.Play("Idle"); Debug.Log("in foe idle"); }; state.addAction("hurt", delegate(FSMEvent evt) { _hp--; _hpBar.setValue(_hp); if (_hp > 0) { return("hurt"); } else { return("die"); } }); return(state); }