示例#1
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    public void OnInit(MonoBehaviour mono)
    {
        FsmCtrl = new ProcedureFSM(mono);
        FsmCtrl.AddState(new ProcedureLaunch(FsmCtrl));
        FsmCtrl.AddState(new ProcedureCheckUpdate(FsmCtrl));
        FsmCtrl.AddState(new ProcedureLoadingScene(FsmCtrl));
        FsmCtrl.AddState(new ProcedureMenu(FsmCtrl));


        FsmCtrl.AddState(new StateChooseClass(FsmCtrl));
        FsmCtrl.AddState(new StateClassContent(FsmCtrl));
        FsmCtrl.AddState(new StateGamePlay(FsmCtrl));
        FsmCtrl.AddState(new StateEndGame(FsmCtrl));
    }
示例#2
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 public ProcedureMenu(ProcedureFSM _fsm)
     : base(_fsm, StateDefine.PROCEDURE_MENU)
 {
 }
示例#3
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 public StateChooseClass(ProcedureFSM _fsm)
     : base(_fsm, StateDefine.STATE_CHOOSE_CLASS)
 {
 }
示例#4
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 public StateEndGame(ProcedureFSM _fsm)
     : base(_fsm, StateDefine.STATE_END_GAME)
 {
 }
示例#5
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 public ProcedureCheckUpdate(ProcedureFSM _fsm)
     : base(_fsm, StateDefine.PROCEDURE_CHECK_UPDATE)
 {
 }
示例#6
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 public ProcedureLoadingScene(ProcedureFSM _fsm)
     : base(_fsm, StateDefine.PROCEDURE_LOADING_SCENE)
 {
 }
示例#7
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 public StateClassContent(ProcedureFSM _fsm)
     : base(_fsm, StateDefine.STATE_CLASS_CONTENT)
 {
 }
示例#8
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 public ProcedureLaunch(ProcedureFSM _fsm)
     : base(_fsm, StateDefine.PROCEDURE_LAUNCH)
 {
 }
示例#9
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 //构造函数 把fsm和状态名字传递过来
 public ProcedureBase(ProcedureFSM _fsm, string _name)
 {
     mFsm       = _fsm;
     mStateName = _name;
 }
示例#10
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 public StateGamePlay(ProcedureFSM _fsm)
     : base(_fsm, StateDefine.STATE_GAME_PLAY)
 {
 }