• 设为首页
  • 点击收藏
  • 手机版
    手机扫一扫访问
    迪恩网络手机版
  • 关注官方公众号
    微信扫一扫关注
    迪恩网络公众号

C# FSMState类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中FSMState的典型用法代码示例。如果您正苦于以下问题:C# FSMState类的具体用法?C# FSMState怎么用?C# FSMState使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



FSMState类属于命名空间,在下文中一共展示了FSMState类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: AddState

    /// <summary>
    /// Adds a new State into the FSM if it isn't already inside.
    /// The first state is also the initial state.
    /// </summary>
    /// <param name="state">State which will be added.</param>
    public void AddState(FSMState state)
    {
        if (state == null)
            Debug.LogError("FSMSystem: Null reference is not allowed!");
        else if (states.Count == 0) // Set initial state if it is the first state.
        {
            states.Add(state);
            currentState = state;
            currentStateID = state.ID;
        }
        else
        {
            bool added = false;

            // Check if the state aready has been added.
            foreach (FSMState s in states)
            {
                if (s.ID == state.ID)
                {
                    added = true;
                    Debug.LogError("FSMSystem: State " + state.ID.ToString() + " has already been added.");
                }
            }

            if (!added)
                states.Add(state);
        }
    }
开发者ID:Parzival42,项目名称:Bread,代码行数:33,代码来源:FiniteStateMachine.cs


示例2: AddState

    public void AddState(FSMState state)
    {
        if (state == null)
        {
            Debug.LogError("FSM ERROR: Null State reference");
            return;
        }

        if (stateList.Count == 0)
        {
            stateList.Add(state);
            currentState = state;
            currentStateId = state.StateID;
            return;
        }

        foreach (FSMState tempState in stateList)
        {
            if (state.StateID == tempState.StateID)
            {
                Debug.LogError("state [" + state.StateID.ToString() + "] already added.");
                return;
            }
        }
        stateList.Add(state);
    }
开发者ID:foolyoung,项目名称:F02,代码行数:26,代码来源:FSM.cs


示例3: initializeDefStates

    public void initializeDefStates()
    {
        FSMState fall = new FSMState(PlayerStates.FALLING);
        fall.addTransition(PlayerActions.RUN, PlayerStates.RUNNING);
        fall.addTransition(PlayerActions.JUMP_INPUT, PlayerStates.FALL_JUMP);
        fsmStates.Add(fall);

        FSMState run = new FSMState(PlayerStates.RUNNING);
        run.addTransition(PlayerActions.JUMP_INPUT, PlayerStates.JUMPING);
        run.addTransition(PlayerActions.FALL, PlayerStates.FALLING);
        fsmStates.Add(run);

        FSMState jump = new FSMState(PlayerStates.JUMPING);
        jump.addTransition(PlayerActions.FALL, PlayerStates.FALLING);
        jump.addTransition(PlayerActions.JUMP_INPUT, PlayerStates.DOUBLE_JUMPING);
        jump.addTransition(PlayerActions.WALL_SLIDE, PlayerStates.WALL_SLIDING);
        fsmStates.Add(jump);

        FSMState doubleJump = new FSMState(PlayerStates.DOUBLE_JUMPING);
        doubleJump.addTransition(PlayerActions.FALL, PlayerStates.FALLING);
        doubleJump.addTransition(PlayerActions.WALL_SLIDE, PlayerStates.WALL_SLIDING);
        fsmStates.Add(doubleJump);

        FSMState fallJump = new FSMState(PlayerStates.FALL_JUMP);
        fallJump.addTransition(PlayerActions.FALL, PlayerStates.RUNNING);
        fsmStates.Add(fallJump);

        FSMState wallSliding = new FSMState(PlayerStates.WALL_SLIDING);
        wallSliding.addTransition(PlayerActions.RUN, PlayerStates.RUNNING);
        wallSliding.addTransition(PlayerActions.JUMP_INPUT, PlayerStates.JUMPING);
        fsmStates.Add(wallSliding);
    }
开发者ID:OscarRPR,项目名称:prototype-infinite-runner,代码行数:32,代码来源:PlayerFSM.cs


示例4: Initialize

 protected override void Initialize()
 {
     player = GameObject.FindGameObjectWithTag("Player");
     playercontroller = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerController>();
     curState = FSMState.Idle;
     isDirection();
 }
开发者ID:YaFengYi,项目名称:Unity,代码行数:7,代码来源:Enemy1FSM.cs


示例5: AddFSMState

    public void AddFSMState(FSMState fsmState)
    {
        if (fsmState == null)
        {
            Debug.LogError("state is null");
            return;
        }

        if (fsmStates.Count == 0)
        {
            fsmStates.Add(fsmState);
            curState = fsmState;
            curStateID = fsmState.ID;
            return;
        }

        foreach (var state in fsmStates)
        {
            if (state.ID == fsmState.ID)
            {
                Debug.LogError("state has exist");
                return;
            }
        }

        fsmStates.Add(fsmState);
    }
开发者ID:yiliu1203,项目名称:FSM_AI,代码行数:27,代码来源:AdvancedFSM.cs


示例6: UpdateAttackingState

    protected void UpdateAttackingState()
    {
        SendMessage("Shoot");

        currentState = FSMState.Evading;
        evadingRotation = Random.rotation;
    }
开发者ID:flinan,项目名称:FalconEscape,代码行数:7,代码来源:EnemyAI.cs


示例7: EnterState

    public override void EnterState(FSMState prevState)
    {
        base.EnterState(prevState);

        if((HeroState)prevState.StateId == HeroState.Seek)
            _destination = (prevState as HeroSeekState).Destination;
    }
开发者ID:jtuttle,项目名称:umbra-client,代码行数:7,代码来源:HeroWalkState.cs


示例8: AddState

    // Add State
    public void AddState(FSMState tstate)
    {
        if(tstate == null)
        {
            Debug.LogError("Null reference when adding State");
            return;
        }

        // Initial State
        if(states.Count == 0)
        {
            states.Add(tstate);
            curState = tstate;
            curStateID = tstate.STATE_ID;
            return;
        }

        // Check for duplicate State before adding
        foreach(FSMState s in states)
        {
            if(s.STATE_ID == tstate.STATE_ID)
            {
                Debug.LogError("Trying to add Duplicate state: " + tstate.STATE_ID.ToString());
                return;
            }
        }
        states.Add(tstate);
    }
开发者ID:kreeds,项目名称:TestProjectDemo,代码行数:29,代码来源:FiniteStateMachine.cs


示例9: AddState

 public void AddState(FSMState s)
 {
     if(s==null)
     {
         Debug.LogError("FSM ERROR:添加的状态不允许为空");
         return;
     }
     //第一次添加状态的时候完成初始化
     if(states.Count==0)
     {
         states.Add(s);
         s.StateChange+=StateChange;
         CurrentState=s;
         CurrentStateID=s.ID;
         return;
     }
     foreach(FSMState state in states)
     {
         if(state.ID==s.ID)
         {
             Debug.LogError("FSM ERROR:不能向状态机里面重复添加相同的状态");
             return;
         }
     }
     states.Add (s);
     s.StateChange += StateChange;
 }
开发者ID:GeorgeDon,项目名称:MyPrivate,代码行数:27,代码来源:FSMsystem.cs


示例10: AddFSMState

 public void AddFSMState(FSMState fsmState)
 {
     if(fsmState != null)
     {
         if(fsmStates.Count == 0)
         {
             fsmStates.Add(fsmState);
             currentState = fsmState;
             currentStateId = fsmState.ID;
         }
         else
         {
             foreach(FSMState state in fsmStates)
             {
                 if(state.ID == fsmState.ID)
                 {
                     Debug.LogWarning("The FSM State was already in the list");
                     return;
                 }
             }
             fsmStates.Add(fsmState);
         }
     }
     else
     {
         Debug.LogError("The FSM State is null");
     }
 }
开发者ID:jberg03,项目名称:GSP494-Team-A,代码行数:28,代码来源:AdvancedFSM.cs


示例11: AddState

    /// <summary>
    /// This method places new states inside the FSM,
    /// or prints an ERROR message if the state was already inside the List.
    /// First state added is also the initial state.
    /// </summary>
    public void AddState(FSMState s)
    {
        // Check for Null reference before deleting
        if (s == null)
        {
            Debug.LogError("FSM ERROR: Null reference is not allowed");
        }

        // First State inserted is also the Initial state,
        //   the state the machine is in when the simulation begins
        if (states.Count == 0)
        {
            states.Add(s);
            currentState = s;
            currentStateID = s.ID;
            return;
        }

        // Add the state to the List if it's not inside it
        foreach (FSMState state in states)
        {
            if (state.ID == s.ID)
            {
                Debug.LogError("FSM ERROR: Impossible to add state " + s.ID.ToString() +
                               " because state has already been added");
                return;
            }
        }
        states.Add(s);
    }
开发者ID:garyfitz82,项目名称:Crash-of-the-Titans,代码行数:35,代码来源:FSMSystem.cs


示例12: ChangeState

    public void ChangeState(FSMTransition stateTransition) {
        Enum nextStateId = stateTransition.NextStateId;

        FSMState prevState = CurrentState;

        if(nextStateId == null) {
            CurrentState = _stateStack.Pop();
        } else {
            FSMState nextState = GetState(nextStateId);

            if(nextState == null)
                throw new Exception("State " + nextStateId.ToString() + " has not been defined.");

            if(stateTransition.PushCurrentState)
                _stateStack.Push(CurrentState);

            CurrentState = nextState;

            CurrentState.InitState(stateTransition);
        }

        Debug.Log("Changed state to: " + CurrentState.StateId.ToString());

        CurrentState.EnterState(stateTransition);

        if(prevState != null && !stateTransition.PushCurrentState)
            prevState.Dispose();
    }
开发者ID:jtuttle,项目名称:ritual,代码行数:28,代码来源:FiniteStateMachine.cs


示例13: UpdateFSMMachine

 public void UpdateFSMMachine(float fDelta)
 {
     if (this.allFSMStates.Count != 0)
     {
         if (this.currentFSMState == null)
         {
             this.currentFSMState = this.GetFSMState(this.defaultStateId);
             if(this.currentFSMState != null)
             {
                 this.currentFSMState.Enter();
             }
         }
         if (this.currentFSMState != null)
         {
             StateID stateId = this.currentFSMState.GetStateId();
             StateID transitionStateId = this.currentFSMState.CheckTransitions();
             if (transitionStateId != stateId)
             {
                 FSMState fsmState = this.GetFSMState(transitionStateId);
                 if (fsmState != null)
                 {
                     this.currentFSMState.Exit();
                     this.currentFSMState = fsmState;
                     this.currentFSMState.Enter();
                 }
             }
             this.currentFSMState.Update(fDelta);
         }
     }
 }
开发者ID:moto2002,项目名称:unityLab,代码行数:30,代码来源:FSMMachine.cs


示例14: AddToQueue

 public void AddToQueue(FSMState state)
 {
     if (state)
     {
         m_StateQueue.Enqueue(state);
     }
 }
开发者ID:Ankk4,项目名称:highlyresponsive-forever,代码行数:7,代码来源:FSM.cs


示例15: AddFSMState

    /// <summary>
    /// Add New State into the list
    /// </summary>
    public void AddFSMState(FSMState fsmState)
    {
        // Check for Null reference before deleting
        if (fsmState == null)
        {
            Debug.LogError("FSM ERROR: Null reference is not allowed");
        }

        // First State inserted is also the Initial state
        //   the state the machine is in when the simulation begins
        if (fsmStates.Count == 0)
        {
            fsmStates.Add(fsmState);
            currentState = fsmState;
            currentStateID = fsmState.ID;
            return;
        }

        // Add the state to the List if it´s not inside it
        foreach (FSMState state in fsmStates)
        {
            if (state.ID == fsmState.ID)
            {
                Debug.LogError("FSM ERROR: Trying to add a state that was already inside the list");
                return;
            }
        }

        //If no state in the current then add the state to the list
        fsmStates.Add(fsmState);
    }
开发者ID:giorgimode,项目名称:Space-Wars-Unity3D,代码行数:34,代码来源:AdvancedFSM.cs


示例16: AddState

    public void AddState(FSMState state)
    {
        if(HasState(state.StateId))
            throw new Exception("State " + state.StateId.ToString() + " is already defined.");

        _states.Add(state);
    }
开发者ID:jtuttle,项目名称:umbra-client,代码行数:7,代码来源:FiniteStateMachine.cs


示例17: UpdateStateMachine

    public void UpdateStateMachine()
    {
        StateID nextStateID = stateDictionary[stateMachine.GetCurrentAnimatorStateInfo(0).fullPathHash];
        if (nextStateID != currentStateID) //If state has changed
        {
            currentStateID = nextStateID;
            foreach (FSMState state in states) //Get state
            {
                if (state.GetStateID() == currentStateID)
                {
                    if (currentState != null)
                    {
                        currentState.ResetState();
                    }
                    currentState = state;
                    break;
                }
            }
        }

        if (currentState != null)
        {
            currentState.UpdateState(); //update current state
        }
    }
开发者ID:Broghain,项目名称:GTO7,代码行数:25,代码来源:FiniteStateMachine.cs


示例18: initializeDefStates

    public void initializeDefStates()
    {
        //should this be hardcoded?
        FSMState fall = new FSMState(PlayerStates.FALLING);
        fall.addTransition(PlayerActions.LAND,PlayerStates.STANDING);
        fsmStates.Add(fall);

        FSMState stand = new FSMState(PlayerStates.STANDING);
        stand.addTransition(PlayerActions.WALK_INPUT,PlayerStates.WALKING);
        stand.addTransition(PlayerActions.RUN_INPUT,PlayerStates.RUNNING);
        stand.addTransition(PlayerActions.JUMP_INPUT,PlayerStates.JUMPING);
        fsmStates.Add(stand);

        FSMState walk = new FSMState(PlayerStates.WALKING);
        walk.addTransition(PlayerActions.RUN_INPUT,PlayerStates.RUNNING);
        walk.addTransition(PlayerActions.JUMP_INPUT,PlayerStates.JUMPING);
        walk.addTransition(PlayerActions.STOP,PlayerStates.STANDING);
        walk.addTransition(PlayerActions.FALL,PlayerStates.FALLING);
        fsmStates.Add(walk);

        FSMState run = new FSMState(PlayerStates.RUNNING);
        run.addTransition(PlayerActions.WALK_INPUT,PlayerStates.WALKING);
        run.addTransition(PlayerActions.JUMP_INPUT,PlayerStates.JUMPING);
        run.addTransition(PlayerActions.STOP,PlayerStates.STANDING);
        run.addTransition(PlayerActions.FALL,PlayerStates.FALLING);
        fsmStates.Add(run);

        FSMState jump = new FSMState(PlayerStates.JUMPING);
        jump.addTransition(PlayerActions.FALL,PlayerStates.FALLING);
        jump.addTransition(PlayerActions.JUMP_INPUT,PlayerStates.JUMPING);
        fsmStates.Add(jump);
    }
开发者ID:OscarRPR,项目名称:SR_PC,代码行数:32,代码来源:PlayerFSM.cs


示例19: RemoveState

 public void RemoveState(FSMState item)
 {
     this.DeleteState (item.ID);
     foreach(FSMState state in fsmStates)
     {
         state.DeleteTransition(item.RequiredTransition);
     }
 }
开发者ID:jberg03,项目名称:GSP494-Team-A,代码行数:8,代码来源:EnemyController.cs


示例20: AddState

 public void AddState( string name, FSMState.UpdateDelegate updateDelegate = null )
 {
     _states.Add( name, new FSMState( name, updateDelegate ) );
     if ( _states.Count == 1 )
     {
         _currentState = _states[name];
     }
 }
开发者ID:phoenixtail26,项目名称:Platformer,代码行数:8,代码来源:FSM.cs



注:本文中的FSMState类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


鲜花

握手

雷人

路过

鸡蛋
该文章已有0人参与评论

请发表评论

全部评论

专题导读
上一篇:
C# FSharpList类代码示例发布时间:2022-05-24
下一篇:
C# FSM类代码示例发布时间:2022-05-24
热门推荐
阅读排行榜

扫描微信二维码

查看手机版网站

随时了解更新最新资讯

139-2527-9053

在线客服(服务时间 9:00~18:00)

在线QQ客服
地址:深圳市南山区西丽大学城创智工业园
电邮:jeky_zhao#qq.com
移动电话:139-2527-9053

Powered by 互联科技 X3.4© 2001-2213 极客世界.|Sitemap