remove unneeded timeInState calc & redundant "string?" annotation
This commit is contained in:
parent
0f8d9c2814
commit
392495a61e
@ -4,11 +4,12 @@ using System.Collections.Generic;
|
|||||||
namespace SemiColinGames {
|
namespace SemiColinGames {
|
||||||
public interface IState<T> {
|
public interface IState<T> {
|
||||||
public void Enter();
|
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> {
|
public class FSM<T> {
|
||||||
float timeInState = 0f;
|
|
||||||
Dictionary<string, IState<T>> states;
|
Dictionary<string, IState<T>> states;
|
||||||
IState<T> state;
|
IState<T> state;
|
||||||
|
|
||||||
@ -21,16 +22,13 @@ namespace SemiColinGames {
|
|||||||
public string StateName { get; private set; }
|
public string StateName { get; private set; }
|
||||||
|
|
||||||
public void Update(T obj, float modelTime, World world) {
|
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) {
|
if (newState != null) {
|
||||||
Transition(newState);
|
Transition(newState);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Transition(string state) {
|
void Transition(string state) {
|
||||||
Debug.WriteLine("{0} -> {1} @ {2}", StateName, state, timeInState);
|
|
||||||
timeInState = 0f;
|
|
||||||
StateName = state;
|
StateName = state;
|
||||||
IState<T> newState = states[state];
|
IState<T> newState = states[state];
|
||||||
this.state = newState;
|
this.state = newState;
|
||||||
|
@ -10,7 +10,7 @@ namespace SemiColinGames {
|
|||||||
timeInState = 0;
|
timeInState = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
public string? Update(NPC npc, float modelTime, World world) {
|
public string Update(NPC npc, float modelTime, World world) {
|
||||||
timeInState += modelTime;
|
timeInState += modelTime;
|
||||||
if (timeInState > 1.0f) {
|
if (timeInState > 1.0f) {
|
||||||
npc.Facing *= -1;
|
npc.Facing *= -1;
|
||||||
@ -23,7 +23,7 @@ namespace SemiColinGames {
|
|||||||
class RunState : IState<NPC> {
|
class RunState : IState<NPC> {
|
||||||
public void Enter() {}
|
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 moveSpeed = 120;
|
||||||
int desiredX = npc.Position.X + (int) (moveSpeed * npc.Facing * modelTime);
|
int desiredX = npc.Position.X + (int) (moveSpeed * npc.Facing * modelTime);
|
||||||
// TODO: define the box modularly & correctly.
|
// TODO: define the box modularly & correctly.
|
||||||
|
Loading…
Reference in New Issue
Block a user