private void OnRoleOperationsStatusCallBack(object p) { StateMachineEvents <RoleOperationsStatus> events = (StateMachineEvents <RoleOperationsStatus>)p; switch (events.CurState) { case RoleOperationsStatus.NoOperations: EnterNoOperations(events.PreState); break; case RoleOperationsStatus.DragTheRole: EnterDragTheRole(); break; case RoleOperationsStatus.DragTheSkill: EnterDragTheSkill(); break; case RoleOperationsStatus.ShowIntro: EnterShowIntro(); break; case RoleOperationsStatus.HideTntro: EnterHideIntrol(); break; } }
public virtual void RestorePreviousState() { CurState = PreState; if (TriggerEvents) { StateMachineEvents <T> events = new StateMachineEvents <T>(this); StateMachineDispatcher.Instance.Dispatc(EventsName, events); } }
public virtual void ChangeState(T newSate) { if (!m_StateList.Contains(newSate) || newSate.Equals(CurState)) { return; } PreState = CurState; CurState = newSate; if (TriggerEvents) { StateMachineEvents <T> events = new StateMachineEvents <T>(this); StateMachineDispatcher.Instance.Dispatc(EventsName, events); } }
private void OnLevelProcedureCallBack(object p) { StateMachineEvents <LevelProcedure> events = (StateMachineEvents <LevelProcedure>)p; switch (events.CurState) { case LevelProcedure.OpenAni: OpenAni(); break; case LevelProcedure.LevelIntrol: LevelIntrol(); break; case LevelProcedure.HeroEditor: HeroEditor(); break; case LevelProcedure.Switch: Switch(); break; case LevelProcedure.Player: Player(); break; case LevelProcedure.Enemy: Enemy(); break; case LevelProcedure.Win: Win(); break; case LevelProcedure.Fail: Fail(); break; } }