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remove unneeded timeInState calc & redundant "string?" annotation

master
Colin McMillen 4 years ago
parent
commit
392495a61e
  1. 10
      Shared/FSM.cs
  2. 4
      Shared/NPC.cs

10
Shared/FSM.cs

@ -4,11 +4,12 @@ using System.Collections.Generic;
namespace SemiColinGames {
public interface IState<T> {
public void Enter();
public string? Update(T obj, float modelTime, World world);
// Returns the name of the new state, or null if we should stay in the same state.
public string Update(T obj, float modelTime, World world);
}
public class FSM<T> {
float timeInState = 0f;
Dictionary<string, IState<T>> states;
IState<T> state;
@ -21,16 +22,13 @@ namespace SemiColinGames {
public string StateName { get; private set; }
public void Update(T obj, float modelTime, World world) {
timeInState += modelTime;
string? newState = state.Update(obj, modelTime, world);
string newState = state.Update(obj, modelTime, world);
if (newState != null) {
Transition(newState);
}
}
void Transition(string state) {
Debug.WriteLine("{0} -> {1} @ {2}", StateName, state, timeInState);
timeInState = 0f;
StateName = state;
IState<T> newState = states[state];
this.state = newState;

4
Shared/NPC.cs

@ -10,7 +10,7 @@ namespace SemiColinGames {
timeInState = 0;
}
public string? Update(NPC npc, float modelTime, World world) {
public string Update(NPC npc, float modelTime, World world) {
timeInState += modelTime;
if (timeInState > 1.0f) {
npc.Facing *= -1;
@ -23,7 +23,7 @@ namespace SemiColinGames {
class RunState : IState<NPC> {
public void Enter() {}
public string? Update(NPC npc, float modelTime, World world) {
public string Update(NPC npc, float modelTime, World world) {
int moveSpeed = 120;
int desiredX = npc.Position.X + (int) (moveSpeed * npc.Facing * modelTime);
// TODO: define the box modularly & correctly.

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