// Use this for initialization
        IEnumerator Start()
        {
            mFSM.AddState(IDLE_STATE);
            mFSM.AddState(RUN_STATE);
            mFSM.AddState(WALK_STATE);
            mFSM.AddState(JUMP_STATE);

            // 白名单方式添加通道
            // 待机->跑
            mFSM.AddTranslation(IDLE_STATE, RUN_CLICK_EVENT, RUN_STATE, delegate {
                Debug.LogError("跳转中 IDLE_STATE->RUN_STATE");
            });

            // 待机->走
            mFSM.AddTranslation(IDLE_STATE, WALK_CLICK_EVENT, WALK_STATE, delegate {
                Debug.LogError("跳转中 IDLE_STATE->WALK_STATE");
            });

            // 待机->跳
            mFSM.AddTranslation(IDLE_STATE, JUMP_CLICK_EVENT, JUMP_STATE, delegate {
                Debug.LogError("跳转中 IDLE_STATE->JUMP_STATE");
            });


            mFSM.Start(IDLE_STATE);
            Debug.LogError("Cur State:" + mFSM.State);
            yield return(null);
        }
示例#2
0
        public void FSMLiteTest_AddTranslation()
        {
            string str1 = "work->rest true";
            string str2 = "work->rest false";

            mFSMLite.AddState("work");
            mFSMLite.AddState("rest");

            mFSMLite.AddTranslation("work", "work->rest", "rest", delegate {
                str2 = "work->rest true";
            });

            mFSMLite.Start("work");

            mFSMLite.HandleEvent("work->rest");

            Assert.IsNotNull(mFSMLite);
            Assert.AreEqual(str1, str2);
        }
示例#3
0
        void Start()
        {
            mPlayerFsm = new QFSMLite();

            // 添加状态
            mPlayerFsm.AddState(STATE_DIE);
            mPlayerFsm.AddState(STATE_RUN);
            mPlayerFsm.AddState(STATE_JUMP);
            mPlayerFsm.AddState(STATE_DOUBLE_JUMP);
            mPlayerFsm.AddState(STATE_DIE);

            // 添加跳转
            mPlayerFsm.AddTranslation(STATE_RUN, EVENT_TOUCH_DOWN, STATE_JUMP, JumpThePlayer);
            mPlayerFsm.AddTranslation(STATE_JUMP, EVENT_TOUCH_DOWN, STATE_DOUBLE_JUMP, DoubleJumpThePlayer);
            mPlayerFsm.AddTranslation(STATE_JUMP, EVENT_LAND, STATE_RUN, RunThePlayer);
            mPlayerFsm.AddTranslation(STATE_DOUBLE_JUMP, EVENT_LAND, STATE_RUN, RunThePlayer);

            // 启动状态机
            mPlayerFsm.Start(STATE_RUN);
        }
示例#4
0
        // Use this for initialization
        void Start()
        {
            // 注册消息
            QEventSystem.Instance.Register(Example5UIEvent.SendEventToExample5UICtrl, ProcessEvent);

            ResMgr.Instance.InitResMgr();

            QUIManager.Instance.SetResolution(1024, 768);
            QUIManager.Instance.SetMatchOnWidthOrHeight(0);

            mFSM.AddState(STATE_MAIN_PAGE);
            mFSM.AddState(STATE_GAME_PAGE);
            mFSM.AddState(STATE_ABOUT_PAGE);
            mFSM.AddState(STATE_QUIT_DIALOG);
            mFSM.AddState(STATE_QUIT);

            // main->game
            mFSM.AddTranslation(STATE_MAIN_PAGE, Example5UIEvent.BtnStartClick.ToString(), STATE_GAME_PAGE, delegate {
                QUIManager.Instance.CloseUI <UIExample5MainPage> ();
                QUIManager.Instance.OpenUI <UIExample5GamePage> (QUILevel.Common);
            });

            // main->about
            mFSM.AddTranslation(STATE_MAIN_PAGE, Example5UIEvent.BtnAboutClick.ToString(), STATE_ABOUT_PAGE, delegate {
                QUIManager.Instance.CloseUI <UIExample5MainPage> ();
                QUIManager.Instance.OpenUI <UIExample5AboutPage> (QUILevel.Common);
            });

            // main->quit
            mFSM.AddTranslation(STATE_MAIN_PAGE, Example5UIEvent.BtnQuitClick.ToString(), STATE_QUIT_DIALOG, delegate {
                QUIManager.Instance.OpenUI <UIExample5Dialog> (QUILevel.Forward);
            });

            // about->main
            mFSM.AddTranslation(STATE_ABOUT_PAGE, Example5UIEvent.BtnBackClick.ToString(), STATE_MAIN_PAGE, delegate {
                QUIManager.Instance.CloseUI <UIExample5AboutPage> ();
                QUIManager.Instance.OpenUI <UIExample5MainPage> (QUILevel.Common);
            });

            // game->main
            mFSM.AddTranslation(STATE_GAME_PAGE, Example5UIEvent.BtnBackClick.ToString(), STATE_MAIN_PAGE, delegate {
                QUIManager.Instance.CloseUI <UIExample5GamePage> ();
                QUIManager.Instance.OpenUI <UIExample5MainPage> (QUILevel.Common);
            });

            // quit->quitgame
            mFSM.AddTranslation(STATE_QUIT_DIALOG, Example5UIEvent.BtnSureClick.ToString(), STATE_QUIT, delegate {
                                #if UNITY_EDITOR
                UnityEditor.EditorApplication.isPlaying = false;
                                #endif
            });

            // quit->main
            mFSM.AddTranslation(STATE_QUIT_DIALOG, Example5UIEvent.BtnCancelClick.ToString(), STATE_MAIN_PAGE, delegate {
                QUIManager.Instance.CloseUI <UIExample5Dialog> ();
            });

            // 设置好当前状态
            mFSM.Start(STATE_MAIN_PAGE);
            QUIManager.Instance.OpenUI <UIExample5MainPage> (QUILevel.Common);
        }
示例#5
0
        // Use this for initialization
        void Start()
        {
            // 注册消息
            this.RegisterMsgByChannel(QMgrID.UI, Example5UIMsg.SEND_MSG_TO_EXAMPLE_5_UI_CTRL, ProcessEvent);

            ResMgr.Instance.InitResMgr();

            QUIManager.Instance.SetResolution(1024, 768);
            QUIManager.Instance.SetMatchOnWidthOrHeight(0);


            mFSM.AddState(STATE_MAIN_PAGE);
            mFSM.AddState(STATE_GAME_PAGE);
            mFSM.AddState(STATE_ABOUT_PAGE);
            mFSM.AddState(STATE_QUIT_DIALOG);
            mFSM.AddState(STATE_QUIT);

            // main->game
            mFSM.AddTranslation(STATE_MAIN_PAGE, Example5UIMsg.BTN_START_CLICK, STATE_GAME_PAGE, delegate {
                QUIManager.Instance.CloseUI <UIExample5MainPage> ();
                QUIManager.Instance.OpenUI <UIExample5GamePage> (QUILevel.Common, UIPREFAB.BUNDLE_NAME);
            });

            // main->about
            mFSM.AddTranslation(STATE_MAIN_PAGE, Example5UIMsg.BTN_ABOUT_CLICK, STATE_ABOUT_PAGE, delegate {
                QUIManager.Instance.CloseUI <UIExample5MainPage> ();
                QUIManager.Instance.OpenUI <UIExample5AboutPage> (QUILevel.Common, UIPREFAB.BUNDLE_NAME);
            });

            // main->quit
            mFSM.AddTranslation(STATE_MAIN_PAGE, Example5UIMsg.BTN_QUIT_CLICK, STATE_QUIT_DIALOG, delegate {
                QUIManager.Instance.OpenUI <UIExample5Dialog> (QUILevel.Forward, UIPREFAB.BUNDLE_NAME);
            });

            // about->main
            mFSM.AddTranslation(STATE_ABOUT_PAGE, Example5UIMsg.BTN_BACK_CLICK, STATE_MAIN_PAGE, delegate {
                QUIManager.Instance.CloseUI <UIExample5AboutPage> ();
                QUIManager.Instance.OpenUI <UIExample5MainPage> (QUILevel.Common, UIPREFAB.BUNDLE_NAME);
            });

            // game->main
            mFSM.AddTranslation(STATE_GAME_PAGE, Example5UIMsg.BTN_BACK_CLICK, STATE_MAIN_PAGE, delegate {
                QUIManager.Instance.CloseUI <UIExample5GamePage> ();
                QUIManager.Instance.OpenUI <UIExample5MainPage> (QUILevel.Common, UIPREFAB.BUNDLE_NAME);
            });

            // quit->quitgame
            mFSM.AddTranslation(STATE_QUIT_DIALOG, Example5UIMsg.BTN_SURE_CLICK, STATE_QUIT, delegate {
                                #if UNITY_EDITOR
                UnityEditor.EditorApplication.isPlaying = false;
                                #endif
            });

            // quit->main
            mFSM.AddTranslation(STATE_QUIT_DIALOG, Example5UIMsg.BTN_CANCEL_CLICK, STATE_MAIN_PAGE, delegate {
                QUIManager.Instance.CloseUI <UIExample5Dialog> ();
            });

            // 设置好当前状态
            mFSM.Start(STATE_MAIN_PAGE);
            QUIManager.Instance.OpenUI <UIExample5MainPage> (QUILevel.Common, UIPREFAB.BUNDLE_NAME);
        }