Exemplo n.º 1
0
 public StateCondition(StateCondition _c)
 {
     this.conditionType = _c.conditionType;
     this.animalState   = _c.animalState;
     this.nextState.Clear();
     this.nextState.AddRange((IEnumerable <OneState>)_c.nextState);
     this.nextStateTemp.Clear();
 }
Exemplo n.º 2
0
        public bool ChangeState(AnimalState _nextState = AnimalState.None)
        {
            if (Object.op_Equality((Object)this.Animal, (Object)null))
            {
                return(false);
            }
            AnimalState currentState = this.Animal.CurrentState;
            AnimalState prevState    = this.Animal.PrevState;

            if (!this.StateConditionTable.ContainsKey(currentState))
            {
                if (_nextState != AnimalState.None)
                {
                    this.Animal.CurrentState = _nextState;
                }
                return(false);
            }
            StateCondition _c            = this.StateConditionTable[currentState];
            ConditionType  conditionType = _c.conditionType;

            switch (conditionType)
            {
            case ConditionType.None:
                if (_nextState != AnimalState.None)
                {
                    this.Animal.CurrentState = _nextState;
                }
                return(false);

            case ConditionType.NonOverlap:
                if (!this.StateNonOverlapTable.ContainsKey(currentState))
                {
                    this.StateNonOverlapTable[currentState] = new StateCondition(_c);
                    break;
                }
                if (_c.Count <= 0)
                {
                    _c.SetNextState(this.StateNonOverlapTable[currentState].AllState(false));
                    break;
                }
                break;
            }
            bool flag = false;

            switch (conditionType - 1)
            {
            case ConditionType.None:
                flag = this.SetCurrentState(_c.FirstElement);
                break;

            case ConditionType.Forced:
                flag = this.SetCurrentState(_c.GetProportionState());
                break;

            case ConditionType.Proportion:
                flag = this.SetCurrentState(_c.GetRandomState());
                break;

            case ConditionType.Random:
                flag = this.SetCurrentState(_c.GetNonOverlapState());
                break;
            }
            if (flag)
            {
                return(true);
            }
            if (_nextState != AnimalState.None)
            {
                this.Animal.CurrentState = _nextState;
            }
            return(false);
        }