Exemplo n.º 1
0
    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 2
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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 3
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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 4
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    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);
    }
Exemplo n.º 5
0
    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);
    }
Exemplo n.º 6
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    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);
    }
Exemplo n.º 7
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    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);
    }
Exemplo n.º 8
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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 9
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    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);
    }
Exemplo n.º 10
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    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);
    }
Exemplo n.º 11
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    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);
    }
Exemplo n.º 12
0
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 13
0
    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);
    }
Exemplo n.º 14
0
    // 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 15
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    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);
    }
Exemplo n.º 16
0
    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);
    }
Exemplo n.º 17
0
    //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);
    }
Exemplo n.º 18
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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 19
0
    //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);
    }
Exemplo n.º 20
0
Arquivo: Shop.cs Projeto: gdgeek/shop
    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);
    }
Exemplo n.º 21
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    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);
    }
Exemplo n.º 22
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    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);
    }
Exemplo n.º 23
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    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);
    }
Exemplo n.º 24
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    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);
    }
Exemplo n.º 25
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    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);
    }
Exemplo n.º 26
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    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);
    }
Exemplo n.º 27
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    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);
    }