示例#1
0
    void InitFSM()
    {
        IdleState  idleState  = new IdleState(gameObject);
        RunState   runState   = new RunState(gameObject);
        ThrowState throwState = new ThrowState(gameObject);
        DeadState  deadState  = new DeadState(gameObject);

        // 注册切换条件 对应的 状态
        idleState.AddTransition(FSMTransition.IdleToRun, FSMStateId.Run);
        runState.AddTransition(FSMTransition.RunToIdle, FSMStateId.Idle);

        idleState.AddTransition(FSMTransition.IdleToThrow, FSMStateId.Throw);
        runState.AddTransition(FSMTransition.RunToThrow, FSMStateId.Throw);

        throwState.AddTransition(FSMTransition.ThrowToIdle, FSMStateId.Idle);

        idleState.AddTransition(FSMTransition.IdleToDead, FSMStateId.Dead);
        runState.AddTransition(FSMTransition.RunToDead, FSMStateId.Dead);
        throwState.AddTransition(FSMTransition.ThrowToDead, FSMStateId.Dead);

        system.AddState(idleState);
        system.AddState(runState);
        system.AddState(throwState);
        system.AddState(deadState);

        system.Start(FSMStateId.Idle);
    }
示例#2
0
    void Start()
    {
        fSMSystem = new FSMSystem();

        fSMState = new Example_Start(fSMSystem);
        fSMState.AddTransition(Transition.RuningTrans, StateID.Runing);
        fSMSystem.AddState(fSMState);

        fSMState = new Example_Runing(fSMSystem);
        fSMState.AddTransition(Transition.StartTrans, StateID.Start);
        fSMSystem.AddState(fSMState);

        fSMSystem.Start();
    }
示例#3
0
    /// <summary>
    /// 初始化状态机
    /// </summary>
    void InitFSM()
    {
        fsm = new FSMSystem();
        PatrolState patrolState = new PatrolState(waypoints, gameObject, player);

        // 巡逻状态添加事件,发现玩家则进行追逐
        patrolState.AddTransition(Transition.SawPlayer, StateId.Chase);
        ChaseState chaseState = new ChaseState(gameObject, player);

        // 追逐状态添加事件,丢失玩家则进行巡逻
        chaseState.AddTransition(Transition.LostPlayer, StateId.Patrol);
        fsm.AddState(patrolState);
        fsm.AddState(chaseState);
        // 初始状态是巡逻状态
        fsm.Start(StateId.Patrol);
    }
示例#4
0
    void InitFSM()
    {
        system = new FSMSystem();

        PatrolState patrolState = new PatrolState(wayPoints, gameObject, player);
        ChaseState  chaseState  = new ChaseState(gameObject, player);

        // 注册切换条件 对应的 状态
        patrolState.AddTransition(FSMTransition.SawPlayer, FSMStateId.Chase);
        chaseState.AddTransition(FSMTransition.LostPlayer, FSMStateId.Patrol);

        system.AddState(patrolState);
        system.AddState(chaseState);

        system.Start(FSMStateId.Patrol);
    }
    /// <summary>
    /// 初始化状态机
    /// </summary>
    void InitFSM()
    {
        fsm = new FSMSystem();

        PatrolState partolState = new PatrolState(wayPoints, gameObject, player);

        partolState.AddTransition(Transition.SawPlayer, StateID.Chase);// 这里只有一个,如果还有其他转换条件,可以继续添加

        ChaseState chaseState = new ChaseState(gameObject, player);

        chaseState.AddTransition(Transition.LostPlayer, StateID.Patrol);

        fsm.AddState(partolState);
        fsm.AddState(chaseState);

        fsm.Start(StateID.Patrol);
    }
示例#6
0
    void InitFSM()
    {
        fsm = new FSMSystem();

        PatrolState patrolState = new PatrolState(waypoints, this.gameObject, player);

        patrolState.AddTransition(Transition.SawPlayer, StateID.Chase);

        ChaseState chaseState = new ChaseState(this.gameObject, player);

        chaseState.AddTransition(Transition.LostPlayer, StateID.Patrol);

        fsm.AddState(patrolState);
        fsm.AddState(chaseState);

        fsm.Start(StateID.Patrol);
    }
示例#7
0
    void InitFSM()
    {
        fsm = new FSMSystem();

        PatrolState patrol = new PatrolState(wayPoint, npc, player);

        patrol.AddTransition(Transition.SawPlayer, StateId.Chase);

        ChaseState chase = new ChaseState(npc, player);

        chase.AddTransition(Transition.LostPlayer, StateId.Patrol);

        fsm.AddState(patrol);
        fsm.AddState(chase);

        fsm.Start(StateId.Patrol);
    }
    /// <summary>
    /// 生成状态机,将所有状态和转换条件添加进去,并设置初始状态
    /// </summary>
    private void MakeFSM()
    {
        fsm = new FSMSystem();

        MenuState menuState = new MenuState(fsm, this);

        menuState.AddTransition(Transition.StartClickButton, StateID.Play);
        menuState.AddTransition(Transition.RestartToGame, StateID.Play);
        //todo

        PlayState playState = new PlayState(fsm, this);

        playState.AddTransition(Transition.PauseClickButton, StateID.Menu);
        //todo

        fsm.AddState(menuState);
        fsm.AddState(playState);

        fsm.Start(StateID.Menu);
    }
示例#9
0
    /// <summary>
    /// 初始化状态机
    /// </summary>
    public void InitFSM()
    {
        fsm = new FSMSystem();

        PatrolState patrolState = new PatrolState(this.gameObject.transform.position, this.gameObject);

        patrolState.AddTransition(Transition.SawPlayer, StateID.Chase);
        patrolState.SetNavAgent(navAgent);

        ChaseState chaseState = new ChaseState(this.gameObject);

        chaseState.AddTransition(Transition.LostPlayer, StateID.Patrol);
        chaseState.SetNavAgent(navAgent);
        this.transform.GetComponent <SphereCollider>().enabled = true;



        fsm.AddState(patrolState);
        fsm.AddState(chaseState);

        fsm.Start(StateID.Patrol);
    }