private void InitialzeStateManager() { _stateManager = new StateManager(_muffinAnimator); IdleState idle = new IdleState(_stateManager, transform); MoveState move = new MoveState(_stateManager, transform); TrapState trap = new TrapState(_stateManager, transform); DieState die = new DieState(_stateManager, transform); SpinState spin = new SpinState(_stateManager, transform); BlastState blast = new BlastState(_stateManager, transform); ChocoRushState chocoRush = new ChocoRushState(_stateManager, transform); PauseState pause = new PauseState(_stateManager, transform); _stateManager.AddCharacterState(idle); _stateManager.AddCharacterState(move); _stateManager.AddCharacterState(trap); _stateManager.AddCharacterState(die); _stateManager.AddCharacterState(spin); _stateManager.AddCharacterState(blast); _stateManager.AddCharacterState(chocoRush); _stateManager.AddCharacterState(pause); _stateManager.SetDefaultState("Pause"); }
private DieState() { if (instance != null) { return; } instance = this; }
public DieState m_cDieState; //死亡状态 public StateWrap(GfxObject obj) { this.m_cIdleState = new IdleState(obj); this.m_cAttackState = new AttackState(obj); this.m_cMoveState = new MoveState(obj); this.m_cMoveBackState = new MoveBackState(obj); this.m_cHurtState = new HurtState(obj); this.m_cSkillState = new SkillState(obj); this.m_cDieState = new DieState(obj); }
private void Awake() { enemy = GetComponent <Enemy>(); anim = GetComponent <Animator>(); idleState = new IdleState(this); wanderState = new WanderState(this); rangeAttackState = new RangeAttackState(this); dieState = new DieState(this); isWaiting = false; }
public bool ChangeState(int state_code) { if (this.CurState != null) { Config cStateChange = ConfigPool.Load("StateChange"); ConfigItem cStateChangeItem = cStateChange[this.CurState.GetStateType()]; if (cStateChangeItem == null) { Log.Error(string.Format("StateChange Config Id:{0} Not Exist", this.CurState.GetStateType())); return(false); } if (cStateChangeItem["CanChange"].Contains(state_code)) { return(false); } } StateBase state = null; switch (state_code) { case StateType.IDLE: { state = new IdleState(); }; break; case StateType.RUN: { state = new RunState(); }; break; case StateType.ATTACK: { state = new AttackState(); }; break; case StateType.DIE: { state = new DieState(); }; break; default: { Log.Error(""); }; break; } if (state == null || !state.CanChange(this.role)) { return(false); } return(true); }
public PlayerState(GameObject gameObject) { this.gameObject = gameObject; moveState = new MoveState(); attackState = new AttackState(); dieState = new DieState(); injuredState = new InjuredState(); autoMove = new AutoMoveState(); SetState(States.move); curState = moveState; }
public EnemyState(GameObject gameObject) { this.gameObject = gameObject; moveState = new MoveState(); attackState = new AttackState(); dieState = new DieState(); injuredState = new InjuredState(); autoMove = new AutoMoveState(); SetState(States.move); curState = moveState; ani = gameObject.GetComponent <Animator>(); }
private Brush GetColorForDieButtonBorder(DieState dieState) { switch (dieState) { case DieState.Unclicked: return Brushes.Gray; case DieState.TemporarilySetAside: return Brushes.Blue; case DieState.PermanentlySetAside: return Brushes.Red; default: throw new InvalidOperationException("Invalid die state encountered."); } }
private void Awake() { rigidbody = GetComponent <Rigidbody2D>(); collider = GetComponent <Collider2D>(); animator = GetComponent <Animator>(); stateMachine = ScriptableObject.CreateInstance <StateMachine>(); groundState = new GroundState(this); ladderState = new LadderState(this); jumpState = new JumpState(this); dieState = new DieState(this); stateMachine.ChangeState(groundState); }
public override void Place() { base.Place(); LevelController = FindObjectOfType <LevelController>(); _stateMachine = new StateMachine(); _walkState = new WalkState(this); var fallState = new FallState(this); var climbState = new ClimbState(this); var dieState = new DieState(this); _stateMachine.AddTransition(_walkState, fallState, () => !OnGround); _stateMachine.AddTransition(fallState, _walkState, () => OnGround); _stateMachine.AddTransition(_walkState, climbState, () => Climbing); _stateMachine.AddTransition(climbState, _walkState, () => !Climbing); _stateMachine.AddAnyTransition(dieState, () => _dead); }
// Update is called once per frame /// <summary> /// The FixedUpdate /// </summary> private void FixedUpdate() { rigid.maxAngularVelocity = maxRollSpeed; if (state == DieState.Rolling) { if (randomlyChangeDirectionEvery != 0f && lastChange + randomlyChangeDirectionEvery <= Time.time) { RandomizeRollDirection(); } rigid.angularVelocity = rollDirection * rollSpeed; } else if (state == DieState.Thrown) { rigid.useGravity = true; if (rigid.IsSleeping()) { state = DieState.Stopped; } } }
void MakeFSM() { m_fsm = new FiniteStateMachine <VFCharacter, RoleState>(this); m_attack1State = new Attack1State(); m_fsm.RegisterState(m_attack1State); m_attack2State = new Attack2State(); m_fsm.RegisterState(m_attack2State); m_attack3State = new Attack3State(); m_fsm.RegisterState(m_attack3State); m_battleWalkBackwardState = new BattleWalkBackwardState(); m_fsm.RegisterState(m_battleWalkBackwardState); m_battleWalkForwardState = new BattleWalkForwardState(); m_fsm.RegisterState(m_battleWalkForwardState); m_battleWalkLeftState = new BattleWalkLeftState(); m_fsm.RegisterState(m_battleWalkLeftState); m_battleWalkRightState = new BattleWalkRightState(); m_fsm.RegisterState(m_battleWalkRightState); m_defineState = new DefendState(); m_fsm.RegisterState(m_defineState); m_dieState = new DieState(); m_fsm.RegisterState(m_dieState); m_hitState = new HitState(); m_fsm.RegisterState(m_hitState); m_idleState = new IdleState(); m_fsm.RegisterState(m_idleState); m_jumpState = new JumpState(); m_fsm.RegisterState(m_jumpState); m_runState = new RunState(); m_fsm.RegisterState(m_runState); m_walkState = new WalkState(); m_fsm.RegisterState(m_walkState); m_tauntState = new TauntState(); m_fsm.RegisterState(m_tauntState); m_fsm.ChangeState(RoleState.idle02); }
protected virtual void Awake() { base.Awake(); levelSystem = new LevelSystem(); statsSystem = new StatsSystem(playerStatsDatum, levelSystem.GetLevel()); healthPointsSystem = new HealthPointsSystem(statsSystem.GetTotalMaxHealthPoints()); command = new NullCommand(this); #region State state = basicState = new BasicState(this); dieState = new DieState(this, 5f); state.Begin(); #endregion RuntimeAnimatorController runtimeAnimatorController = transform.Find("model").GetComponent <Animator>().runtimeAnimatorController; AnimationClip[] animationClips = runtimeAnimatorController.animationClips; for (int i = 0; i < animationClips.Length; i++) { clipLengths.Add(animationClips[i].name, animationClips[i].length); print(animationClips[i].name + ": " + animationClips[i].length); } }
private Die(DieState state) { State = state; _random = new Random(); }
public void Roll() { State = DieState.Rolling; }
public void Stop() { State = DieState.Normal; }
public abstract void Visit(DieState dieState);
private Die(DieState state) { State = state; _random = new Random(); }
public override void Visit(DieState dieState) { }
public override void Visit(DieState dieState) { return; }