Exemplo n.º 1
0
 /// <summary>
 /// Configure the state in the given state machine.
 /// </summary>
 /// <param name="stateMachine">The state machine.</param>
 public override void Configure(GameStateMachine stateMachine)
 {
     stateMachine.StateMachine.Configure("StateConfiguration")
         .OnEntry(OnEntry)
         .OnExit(OnExit)
         .Permit("TriggerStateIdle", "StateIdle");
 }
Exemplo n.º 2
0
 /// <summary>
 /// Configure the state in the given state machine.
 /// </summary>
 /// <param name="stateMachine">The state machine.</param>
 public override void Configure(GameStateMachine stateMachine)
 {
     stateMachine.StateMachine.Configure("StatePayWin")
         .OnEntry(OnEntry)
         .OnExit(OnExit)
         .Permit("TriggerStateGameOver", "StateGameOver");
 }
Exemplo n.º 3
0
        /// <summary>
        /// Configure the state in the given state machine.
        /// </summary>
        /// <param name="stateMachine">The state machine.</param>
        public override void Configure(GameStateMachine stateMachine)
        {
            stateMachine.StateMachine.Configure("StateEvaluate")
                .SubstateOf("StatePlay")
                .OnEntry(OnEntry)
                .OnExit(OnExit)
                .Permit("TriggerStatePayWin", "StatePayWin");

            // Since we are a substate, we must Permit a transition to ourselves.
            stateMachine.StateMachine.Configure("StatePlay")
                .Permit("TriggerStateEvaluate", "StateEvaluate");
        }
Exemplo n.º 4
0
Arquivo: Slot.cs Projeto: ajon542/GDK
        /// <summary>
        /// Configure all the slot states.
        /// </summary>
        /// <param name="stateMachine">The game state machine.</param>
        public override void ConfigureStates(GameStateMachine stateMachine)
        {
            // Base states must be initialized first.
            base.ConfigureStates(stateMachine);

            // Substates of StatePlay.
            stateBeginPlay = new StateBeginPlay();
            stateBeginPlay.Configure(stateMachine);

            stateEvaluate = new StateEvaluate();
            stateEvaluate.Configure(stateMachine);
        }
Exemplo n.º 5
0
Arquivo: Game.cs Projeto: ajon542/GDK
        /// <summary>
        /// Configure all the game states.
        /// </summary>
        /// <param name="stateMachine">The game state machine.</param>
        public virtual void ConfigureStates(GameStateMachine stateMachine)
        {
            this.stateMachine = stateMachine;

            stateConfiguration = new StateConfiguration();
            stateIdle = new StateIdle();
            statePlay = new StatePlay();
            statePayWin = new StatePayWin();
            stateGameOver = new StateGameOver();

            stateConfiguration.Configure(stateMachine);
            stateIdle.Configure(stateMachine);
            statePlay.Configure(stateMachine);
            statePayWin.Configure(stateMachine);
            stateGameOver.Configure(stateMachine);
        }
Exemplo n.º 6
0
 /// <summary>
 /// Configure the state in the given state machine.
 /// </summary>
 /// <param name="stateMachine">The state machine.</param>
 public override void Configure(GameStateMachine stateMachine)
 {
     // Configure this state to transition only to StateIdle.
     // Once we have transitioned to StateIdle, we will never
     // re-enter this state.
     stateMachine.StateMachine.Configure("StateUnknown")
         .Permit("TriggerStateConfiguration", "StateConfiguration");
 }