示例#1
0
        /// <summary>
        ///  接受事件,切换状态
        /// </summary>
        /// <param name="e"></param>
        /// <returns></returns>
        protected override Core.FSM.FiniteStateMachine <Game> .State _DoEvent(Core.FSM.Event e)
        {
            switch ((FSMEventType)e.ID)
            {
            case FSMEventType.ReStartGameEvent:            //重新开始
                return(new StartState(_Content));

            case FSMEventType.GameHallEvent:            // 切换到游戏大厅
                return(new GameHallState(_Content));

            default:
                break;
            }
            return(this);
        }
示例#2
0
        /// <summary>
        /// 接收状态机事件
        /// </summary>
        /// <param name="e"></param>
        /// <returns></returns>
        protected override Core.FSM.FiniteStateMachine <Room> .State _DoEvent(Core.FSM.Event e)
        {
            switch ((FSMEventType)e.ID)
            {
            case FSMEventType.RollEvent:            //roll切换到掷筛子状态
                //				Console.Error.WriteLine ("进入掷骰子");
                return(new RollState(_Content));

            case FSMEventType.StayEvent:            //stay切换到掷筛子状态
                return(new StayState(_Content));

            default:
                break;
            }

            return(this);
        }
示例#3
0
        protected override void _OnExit(Core.FSM.Event e, FSM.State nextState)
        {
#if UNITY_EDITOR
            UIUpdateSelectWindow.Toggle();
#endif
        }
示例#4
0
        /// <summary>
        ///  如果在编辑器下,显示选择网络还是单机。手机上直接进入登录引导界面
        /// </summary>
        /// <param name="e"></param>
        /// <param name="lastState"></param>
        public override void Enter(Core.FSM.Event e, FSM.State lastState)
        {
#if UNITY_EDITOR
            UIUpdateSelectWindow.Toggle();
#endif
        }