public void translation(string name) { if (!this.states_.ContainsKey(name))//if no target return! { return; } State target = this.states_[name];//target state while (!string.IsNullOrEmpty (target.defSubState) && this.states_.ContainsKey(target.defSubState)) { target = this.states_[target.defSubState]; } //if current, reset if(target == this.currState_[this.currState_.Count-1]) { target.over(); target.start(); return; } State publicState = null; List<State> stateList = new List<State>(); State tempState = target; string fatherName = tempState.fatherName; //do loop while(tempState != null) { //reiterator current list for(var i = this.currState_.Count -1; i >= 0; i--){ State state = this.currState_[i] as State; //if has public if(state == tempState){ publicState = state; break; } } //end if(publicState != null){ break; } //else push state_list stateList.Insert(0, tempState); //state_list.unshift(temp_state); if(fatherName != ""){ tempState = this.states_[fatherName] as State; fatherName = tempState.fatherName; }else{ tempState = null; } } //if no public return if (publicState == null){ return; } List<State> newCurrState = new List<State>(); bool under = true; //-- 析构状态 for(int i2 = this.currState_.Count -1; i2>=0; --i2) { State state2 = this.currState_[i2] as State; if(state2 == publicState) { under = false; } if(under){ state2.over(); } else{ newCurrState.Insert(0, state2); } } //-- 构建状态 for(int i3 = 0; i3 < stateList.Count; ++i3){ State state3 = stateList[i3] as State; state3.start(); newCurrState.Add(state3); } this.currState_ = newCurrState; string outs = ""; for(int i = 0; i < currState_.Count; ++i){ outs+= ":" + currState_[i].name; } // Debug.LogWarning (outs); }
/// <summary> /// 根据名称转换为对应的状态,然后将该状态放到当前可执行状态前端 /// </summary> /// <param name="name"></param> public void translation(string name) { State target = this.states_[name] as State; //target state if (target == null) //if no target return! { return; } //如果该状态为状态列表中的最后一个状态,则初始化该状态,即先结束该状态,然后在开始该状态 //if current, reset if (target == this.currState_[this.currState_.Count - 1]) { target.over(); target.start(); return; } State publicState = null; ArrayList stateList = new ArrayList(); State tempState = target; string fatherName = tempState.fatherName; //do loop while (tempState != null) { //reiterator current list for (var i = this.currState_.Count - 1; i >= 0; i--) { State state = this.currState_[i] as State; //if has public if (state == tempState) { publicState = state; break; } } //end if (publicState != null) { break; } //else push state_list stateList.Insert(0, tempState); //state_list.unshift(temp_state); if (fatherName != "") { tempState = this.states_[fatherName] as State; fatherName = tempState.fatherName; } else { tempState = null; } } //if no public return if (publicState == null) { return; } ArrayList newCurrState = new ArrayList(); bool under = true; //-- 析构状态 for (int i2 = this.currState_.Count - 1; i2 >= 0; --i2) { State state2 = this.currState_[i2] as State; if (state2 == publicState) { under = false; } if (under) { state2.over(); } else { newCurrState.Insert(0, state2); } } //-- 构建状态 for (int i3 = 0; i3 < stateList.Count; ++i3) { State state3 = stateList[i3] as State; state3.start(); newCurrState.Add(state3); } this.currState_ = newCurrState; }