增加A2WToolBox工具集,增加Launch场景核LaunchPanel
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8
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2
Assets/A2WToolBox/3rd/StateMachine/Samples/Scripts.meta
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Assets/A2WToolBox/3rd/StateMachine/Samples/Scripts.meta
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guid: 5a0f0a984818fcf4db10db5d5455492c
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using UnityEngine;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using MonsterLove.StateMachine;
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public class ColorChanger : MonoBehaviour
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{
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public enum States
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{
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Blue,
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Green,
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Red
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}
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public float interval;
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private Camera cam;
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private StateMachine<States> fsm;
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void Awake()
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{
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cam = Camera.main;
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fsm = StateMachine<States>.Initialize(this);
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}
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IEnumerator Blue_Enter()
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{
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cam.backgroundColor = Color.blue * 0.5f;
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yield return new WaitForSeconds(interval);
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fsm.ChangeState(States.Red);
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}
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IEnumerator Red_Enter()
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{
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cam.backgroundColor = Color.red * 0.5f;
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yield return new WaitForSeconds(interval);
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fsm.ChangeState(States.Green);
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}
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IEnumerator Green_Enter()
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{
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cam.backgroundColor = Color.green * 0.5f;
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yield return new WaitForSeconds(interval);
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fsm.ChangeState(States.Blue);
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}
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void OnGUI()
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{
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if(GUI.Button(new Rect(Screen.width - 150, 50, 100, 20), "Disco Time!"))
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{
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fsm.ChangeState(States.Blue, StateTransition.Overwrite);
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}
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}
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}
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using System.Collections.Generic;
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using MonsterLove.StateMachine;
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using UnityEngine;
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public class ExampleAdvanced : MonoBehaviour
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{
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public Item prefab;
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public float roundTime;
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private List<Item> spawnedItems;
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private Item targetItem;
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private float playStartTime;
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private StateMachine<States, Driver> fsm;
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private void Awake()
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{
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//Initialize the state machine
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fsm = new StateMachine<States, Driver>(this);
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fsm.ChangeState(States.Idle); //Remember to set an initial state!
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}
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private void Update()
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{
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fsm.Driver.Update.Invoke(); //Tap the state machine into Unity's update loop. We could choose to call this from anywhere though!
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}
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void OnGUI()
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{
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fsm.Driver.OnGUI.Invoke(); //Tap into the OnGUI update loop.
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}
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void DestroyItem(Item item)
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{
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item.Triggered -= fsm.Driver.OnItemSelected.Invoke; //Good hygiene, always remove your listeners when you are done!
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Destroy(item.gameObject);
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}
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#region fsm
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public enum States
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{
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Idle,
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Play,
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GameWin,
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GameLose,
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}
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public class Driver
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{
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public StateEvent Update;
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public StateEvent OnGUI;
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public StateEvent<Item> OnItemSelected;
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}
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void Idle_OnGUI()
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{
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if (GUI.Button(new Rect(20, 20, 100, 30), "Begin"))
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{
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fsm.ChangeState(States.Play);
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}
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}
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void Play_Enter()
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{
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playStartTime = Time.time;
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int count = 10;
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int targetIndex = Random.Range(0, count);
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spawnedItems = new List<Item>(count);
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for (int i = 0; i < count; i++)
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{
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var pos2D = Random.insideUnitCircle * 5;
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var item = (Item) Instantiate(prefab, new Vector3(pos2D.x, 0, pos2D.y), Quaternion.identity);
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item.isTarget = (i == targetIndex);
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item.Triggered += fsm.Driver.OnItemSelected.Invoke; //Pipe external events into the fsm - this is very powerful!
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spawnedItems.Add(item);
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}
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}
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void Play_OnGUI()
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{
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float timeRemaining = roundTime - (Time.time - playStartTime);
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GUI.Label(new Rect(20, 20, 300, 30), "Click items to find the target");
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GUI.Label(new Rect(20, 50, 300, 30), $"Time Remaining: {timeRemaining:n3}");
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}
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void Play_Update()
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{
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if (Time.time - playStartTime >= roundTime)
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{
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fsm.ChangeState(States.GameLose);
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}
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}
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void Play_OnItemSelected(Item item) //Data driven events guarantee correctness - only the Play state responds to OnItemSelected events
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{
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if (item.isTarget)
|
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{
|
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targetItem = item;
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fsm.ChangeState(States.GameWin);
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}
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else
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{
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spawnedItems.Remove(item);
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DestroyItem(item);
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}
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}
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void GameWin_Enter()
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{
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spawnedItems.Remove(targetItem);
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for (int i = spawnedItems.Count - 1; i >= 0; i--) //Reverse order as we're modifying the list in place
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{
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var item = spawnedItems[i];
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spawnedItems.Remove(item);
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DestroyItem(item);
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}
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}
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void GameWin_OnGUI()
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{
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GUI.Label(new Rect(20, 20, 300, 30), "Well done, you found it!");
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if (GUI.Button(new Rect(20, 50, 100, 30), "Restart"))
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{
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fsm.ChangeState(States.Idle);
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}
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}
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void GameWin_Exit()
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{
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DestroyItem(targetItem);
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targetItem = null;
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}
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void GameLose_Enter()
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{
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for (int i = spawnedItems.Count - 1; i >= 0; i--) //Reverse order as we're modifying the list in place
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{
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var item = spawnedItems[i];
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spawnedItems.Remove(item);
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DestroyItem(item);
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}
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}
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void GameLose_OnGUI()
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{
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GUI.Label(new Rect(20, 20, 300, 30), "Bad luck, you didn't find it in time!");
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if (GUI.Button(new Rect(20, 50, 100, 30), "Restart"))
|
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{
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fsm.ChangeState(States.Idle);
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}
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}
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#endregion
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}
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||||
fileFormatVersion: 2
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guid: c086227322664a1ab09daecc44f8e5fa
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||||
timeCreated: 1616755006
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@@ -0,0 +1,135 @@
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using UnityEngine;
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using System.Collections;
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using MonsterLove.StateMachine;
|
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public class ExampleBasic : MonoBehaviour
|
||||
{
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//Declare which states we'd like use
|
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public enum States
|
||||
{
|
||||
Init,
|
||||
Countdown,
|
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Play,
|
||||
Win,
|
||||
Lose
|
||||
}
|
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|
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public float health = 100;
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public float damage = 20;
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|
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private float startHealth;
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|
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private StateMachine<States, StateDriverUnity> fsm;
|
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|
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private void Awake()
|
||||
{
|
||||
startHealth = health;
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||||
|
||||
//Initialize State Machine Engine
|
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fsm = new StateMachine<States, StateDriverUnity>(this);
|
||||
fsm.ChangeState(States.Init);
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
fsm.Driver.Update.Invoke();
|
||||
}
|
||||
|
||||
void OnGUI()
|
||||
{
|
||||
GUILayout.BeginArea(new Rect(50,50,120,40));
|
||||
|
||||
fsm.Driver.OnGUI.Invoke();
|
||||
|
||||
GUILayout.EndArea();
|
||||
}
|
||||
|
||||
void Init_Enter()
|
||||
{
|
||||
Debug.Log("Waiting for start button to be pressed");
|
||||
}
|
||||
|
||||
void Init_OnGUI()
|
||||
{
|
||||
if(GUILayout.Button("Start"))
|
||||
{
|
||||
fsm.ChangeState(States.Countdown);
|
||||
}
|
||||
}
|
||||
|
||||
//We can return a coroutine, this is useful animations and the like
|
||||
IEnumerator Countdown_Enter()
|
||||
{
|
||||
health = startHealth;
|
||||
|
||||
Debug.Log("Starting in 3...");
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
Debug.Log("Starting in 2...");
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
Debug.Log("Starting in 1...");
|
||||
yield return new WaitForSeconds(0.5f);
|
||||
|
||||
fsm.ChangeState(States.Play);
|
||||
}
|
||||
|
||||
void Countdown_OnGUI()
|
||||
{
|
||||
GUILayout.Label("Look at Console");
|
||||
}
|
||||
|
||||
void Play_Enter()
|
||||
{
|
||||
Debug.Log("FIGHT!");
|
||||
}
|
||||
|
||||
void Play_Update()
|
||||
{
|
||||
health -= damage * Time.deltaTime;
|
||||
|
||||
if(health < 0)
|
||||
{
|
||||
fsm.ChangeState(States.Lose);
|
||||
}
|
||||
}
|
||||
|
||||
void Play_OnGUI()
|
||||
{
|
||||
if(GUILayout.Button("Make me win!"))
|
||||
{
|
||||
fsm.ChangeState(States.Win);
|
||||
}
|
||||
|
||||
GUILayout.Label("Health: " + Mathf.Round(health).ToString());
|
||||
}
|
||||
|
||||
void Play_Exit()
|
||||
{
|
||||
Debug.Log("Game Over");
|
||||
}
|
||||
|
||||
void Lose_Enter()
|
||||
{
|
||||
Debug.Log("Lost");
|
||||
}
|
||||
|
||||
void Lose_OnGUI()
|
||||
{
|
||||
if(GUILayout.Button("Play Again"))
|
||||
{
|
||||
fsm.ChangeState(States.Countdown);
|
||||
}
|
||||
}
|
||||
|
||||
void Win_Enter()
|
||||
{
|
||||
Debug.Log("Won");
|
||||
}
|
||||
|
||||
void Win_OnGUI()
|
||||
{
|
||||
if(GUILayout.Button("Play Again"))
|
||||
{
|
||||
fsm.ChangeState(States.Countdown);
|
||||
}
|
||||
}
|
||||
}
|
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17
Assets/A2WToolBox/3rd/StateMachine/Samples/Scripts/Item.cs
Normal file
17
Assets/A2WToolBox/3rd/StateMachine/Samples/Scripts/Item.cs
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@@ -0,0 +1,17 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
public class Item : MonoBehaviour
|
||||
{
|
||||
public event Action<Item> Triggered;
|
||||
|
||||
public bool isTarget;
|
||||
|
||||
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using System;
|
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using MonsterLove.StateMachine;
|
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using UnityEngine;
|
||||
using UnityEngine.Profiling;
|
||||
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||||
public class StressTest : MonoBehaviour
|
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{
|
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enum States
|
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{
|
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State0,
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||||
State1,
|
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State2,
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State3,
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State4,
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State5,
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State6,
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State7,
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State8,
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State9,
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State10,
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State11,
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State12,
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State13,
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State14,
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}
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public class Driver
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{
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public StateEvent Update;
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public StateEvent<int> OnChanged;
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}
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private StateMachine<States, Driver> fsm;
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private int value = 0;
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public void Awake()
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{
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fsm = new StateMachine<States, Driver>(this);
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fsm.ChangeState(States.State1);
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}
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private void Update()
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{
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{
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State1_Update();
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State1_OnChanged(i);
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}
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Profiler.EndSample();
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}
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void State1_Update()
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{
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value++;
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}
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void State1_OnChanged(int value)
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{
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this.value = value;
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}
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void State2_Update()
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{
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value++;
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}
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void State2_OnChanged(int value)
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{
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Reference in New Issue
Block a user