internal void OnTick(SimpleFSM fsm_, float dt_, ref bool isDone_, State TransitionTarget)
        {
            const string key = "State.OnTick";

            Performance.RecordProfiler(key);
            if (!isDone_)
            {
                Log.Assert(_OnTick != null, "{0} invalid OnTick", this);
                isDone_ = _OnTick(fsm_.Token[_tokenOnTick], dt_);
                if (isDone_)
                {
                    _OnTickDone?.Invoke(fsm_.Token[_tokenOnTickDone]);
                    ExitIfDeadEnd(fsm_, true, TransitionTarget);
                }
                else
                {
                    goto end;
                }
            }
            if (TransitionTarget._mode == StateTransitMode.Manual || fsm_.CurrentState != TransitionTarget)
            {
                //still ticking || never auto transit || external transition happend
                goto end;
            }
            TransitionTarget.CheckTransition(fsm_, isDone_);
end:
            Performance.End(key);
        }
        internal void OnExit(SimpleFSM fsm_)
        {
            const string key = "State.OnExit";

            Performance.RecordProfiler(key);
            _OnExit?.Invoke(fsm_.Token[_tokenOnExit]);
            Performance.End(key);
        }
        public bool TryTransit(SimpleFSM fsm_, bool isDone_)
        {
            bool ret = _Condition(fsm_.Token[_token], isDone_);

            if (ret)
            {
                fsm_.DoTransition(this);
            }
            return(ret);
        }
 //give OnExit a change to execute, for dead-end states
 internal void ExitIfDeadEnd(SimpleFSM fsm_, bool isDone_, State TransitionTarget)
 {
     if (TransitionTarget._transitions.Count == 0 &&
         TransitionTarget._mode != StateTransitMode.Manual &&
         fsm_.CurrentState == TransitionTarget &&
         isDone_)
     {
         OnExit(fsm_);
     }
 }
 private void CheckTransition(SimpleFSM fsm_, bool isDone_)
 {
     foreach (var trans in _transitions)
     {
         if (trans.TryTransit(fsm_, isDone_))
         {
             return;
         }
     }
 }
示例#6
0
    void Start()
    {
        //Tank Settings
        rotSpeed = 150.0f;

        //Get the turret of the tank
        Turret           = gameObject.transform.GetChild(0).transform;
        bulletSpawnPoint = Turret.GetChild(0).transform;

        simpleFSM = FindObjectOfType <SimpleFSM>();
    }
        internal void OnEnter(SimpleFSM fsm_, bool isDone_, State TransitionTarget)
        {
            const string key = "State.OnEnter";

            Performance.RecordProfiler(key);
            _OnEnter?.Invoke(fsm_.Token[_tokenOnEnter]);
            if (TransitionTarget._mode == StateTransitMode.Immediate)
            {
                TransitionTarget.CheckTransition(fsm_, isDone_);
            }
            Performance.End(key);
        }
示例#8
0
	// Use this for initialization
	public virtual void InitialiseAISkill(CharacterStatus status, int skillIndex)
    {
		Debug.Log("initialising ai skill");
		usageCount = 0;
		ownerStatus = status;
		ownerManager = status.actionManager;
		ownerFSM = (SimpleFSM)ownerManager;
		ownerTransform = status._myTransform;
		ownerAnimation = ownerFSM.myAnimation;
		skillID = skillIndex;
		SetupAnimations();
		BasicSetup();
    }
示例#9
0
        void reInit()
        {
            switch (ironGateType)
            {
            case IronGateType.Center:
                openAnimName  = "attack";
                closeAnimName = "attack2";
                break;

            case IronGateType.Left:
            case IronGateType.Right:
                openAnimName  = "attack-";
                closeAnimName = "attack-2";
                break;

            default:
                Debug.LogError("没有门类型" + ironGateType);
                break;
            }

            skeletonAnimation.state.SetAnimation(0, openAnimName, false);

            // 初始化状态机 add by TangJian 2017/10/31 15:20:33
            fsm = new SimpleFSM();

            state = "open";

            fsm.SetState("opened");
            fsm.AddEvent("opened", "closed", () =>
            {
                return(state == "close");
            }, () =>
            {
                skeletonAnimation.state.SetAnimation(0, closeAnimName, false);
            });

            fsm.AddEvent("closed", "opened", () =>
            {
                return(state == "open");
            }, () =>
            {
                skeletonAnimation.state.SetAnimation(0, openAnimName, false);
            });
            fsm.Begin();
        }
示例#10
0
    private void Start()
    {
        fsm          = this.GetComponent <SimpleFSM>();
        fsm.isPatrol = true;

        //将此敌人添加到敌人列表中
        EnemyManager.enemyList.Add(gameObject);

        //设置Z轴(Zspread用于保持敌人之间的空间)
        ZSpread = (EnemyManager.enemyList.Count - 1);
        Invoke("SetZSpread", .1f);

        //随机化值以避免同步移动
        if (randomizeValues)
        {
            SetRandomValues();
        }

        OnStart();
    }
示例#11
0
 void OnEnable()
 {
     bot = target as SimpleFSM;
 }
示例#12
0
 protected override void Awake()
 {
     base.Awake();
     _fsm = new SimpleFSM <States>(this);
 }
示例#13
0
 // Use this for initialization
 void Start()
 {
     simpleFSM = gameObject.transform.parent.GetComponent <SimpleFSM> ();
 }
示例#14
0
        void init()
        {
            // 初始化Collider add by TangJian 2017/10/31 15:20:16
            gameObject.GetChild("Collider").Recursive((GameObject go, int depth) =>
            {
                if (go.name == "Body")
                {
                    body = go.GetComponent <Collider>();
                }
                else if (go.name == "StandGround")
                {
                    standGround = go.GetComponent <Collider>();
                }
            }, 2, 4);

            // 初始化动画 add by TangJian 2017/10/31 15:20:25
            skeletonAnimation = GetComponentInChildren <SkeletonAnimation>();

            switch (ironGateType)
            {
            case IronGateType.Center:
                openAnimName  = "attack";
                closeAnimName = "attack2";
                break;

            case IronGateType.Left:
            case IronGateType.Right:
                openAnimName  = "attack-";
                closeAnimName = "attack-2";
                break;

            default:
                Debug.LogError("没有门类型" + ironGateType);
                break;
            }

            skeletonAnimation.state.Complete += (TrackEntry trackEntry) =>
            {
                if (trackEntry.Animation.Name == openAnimName)
                {
                    body.enabled = true;
                }
                else if (trackEntry.Animation.Name == closeAnimName)
                {
                    body.enabled = false;
                }
            };

            skeletonAnimation.state.SetAnimation(0, openAnimName, false);

            // 初始化状态机 add by TangJian 2017/10/31 15:20:33
            fsm = new SimpleFSM();

            state = "open";

            fsm.SetState("opened");
            fsm.AddEvent("opened", "closed", () =>
            {
                return(state == "close");
            }, () =>
            {
                skeletonAnimation.state.SetAnimation(0, closeAnimName, false);
            });

            fsm.AddEvent("closed", "opened", () =>
            {
                return(state == "open");
            }, () =>
            {
                skeletonAnimation.state.SetAnimation(0, openAnimName, false);
            });
            fsm.Begin();



            ironGateTypeMonitor = new ValueMonitor <IronGateType>(() => { return(ironGateType); }, (IronGateType from, IronGateType to) =>
            {
                reInit();
            });
        }