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