本文整理汇总了C#中state类的典型用法代码示例。如果您正苦于以下问题:C# state类的具体用法?C# state怎么用?C# state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。
state类属于命名空间,在下文中一共展示了state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: closestGoodPred
public state closestGoodPred(state s, bool updateCosts = true)
{
//'moves' robot's logical position to the closest NOT-dead-end node to s out of S's predecessors. Required to avoid massive recalculations on mapping own position's cost to infinity.
List<state> preds = new List<state>();
Dictionary<state, state> succ = new Dictionary<state, state>();
preds.Add(s);
state cur = s;
while (isDeadEnd(cur))
{
foreach (state ss in predecessors(cur))
{
preds.Add(ss);
if(!succ.ContainsKey(ss))succ.Add(ss, cur);
}
cur = preds[0];
preds.Remove(cur);
}
state ini = cur;
while (equals(ini , s) && false)
{
//setCost(ini, costs[ini.x,ini.y]);
ini = succ[ini];
}
return cur;
}
开发者ID:justheuristic,项目名称:GraveRobot,代码行数:26,代码来源:Problem.cs
示例2: getAccountInfo
bool getAccountInfo(string[] parts, state reason)
{
if (parts [0].Replace (" ", "").Equals ("") || parts [1].Replace (" ", "").Equals ("") || parts [2].Replace (" ", "").Equals ("")) {
Debug.Log("Error!");
if (reason == state.login){
return false;
} else
return true;
}
if (reason == state.register) {
if (!parts [2].Contains ("@")) {
Debug.Log ("Invalid Email");
return true;
}
foreach(String s in invalidPassChars){
if (parts [1].Contains (s)) {
Debug.Log ("Invalid characters in password");
return true;
}
}
foreach(String s in invalidUserChars){
if (parts [0].Contains (s)) {
Debug.Log ("Invalid characters in username");
return true;
}
}
}
if (reason == state.login && parts [0].Replace(" ", "`").ToLower().Equals (loginUser.text.Replace(" ", "`").ToLower()) && parts [1].Equals (loginPass.text)) {
return true;
}
if (reason == state.register && parts [0].Equals (username.text)) {
return true;
}
return false;
}
开发者ID:KingCrazy,项目名称:gameCreator,代码行数:35,代码来源:registerAccount.cs
示例3: ChangeAIStateDelay
//couroutine change AI state with a delay time
IEnumerator ChangeAIStateDelay(state currstate, float time)
{
yield return new WaitForSeconds(time);
currState = currstate;
//shootCheck = false;
StopCoroutine("ChangeAIStateDelay");
}
开发者ID:lamweilun,项目名称:FINAL_YEAR_PROJECT_MAJOR_CNB,代码行数:8,代码来源:BossBehaviour.cs
示例4: LateUpdate
void LateUpdate()
{
if (target != null)
{
if (panState == state.pantoward)
{
player.GetComponent<Rigidbody2D>().velocity = Vector2.zero;
camPos = Vector3.SmoothDamp(camPos, new Vector3(target.transform.position.x, target.transform.position.y, camPos.z), ref currentVelocity, panTime);
Camera.main.transform.position = camPos;
Debug.Log(currentVelocity);
if (Vector2.Distance(camPos, target.transform.position) < 0.1f)
{
Invoke("startPanBack", stayTime);
panState = state.panwait;
}
}
else if (panState == state.panback)
{
camPos = Vector3.SmoothDamp(camPos, new Vector3(player.position.x, player.position.y, camPos.z), ref currentVelocity, panTime);
Camera.main.transform.position = camPos;
if (Vector2.Distance(camPos, player.position) < 0.1f)
{
Camera.main.GetComponent<CameraController>().enabled = true;
panState = state.notpanning;
}
}
}
}
开发者ID:technicalvgda,项目名称:Adagio,代码行数:28,代码来源:PanButton.cs
示例5: button16_Click
// Кнопка "=" - считает результат по тому статусу, который выполняется
private void button16_Click(object sender, EventArgs e)
{
try
{
// если текущий статус деление
if (CurrentState == state.divide)
{
CurrentState = state.nonstate;
double buff2 = double.Parse(textBox1.Text);
textBox1.Text = (double.Parse(buff) / buff2).ToString();
} // если текущий статус умножение
if (CurrentState == state.multiplication)
{
CurrentState = state.nonstate;
double buff2 = double.Parse(textBox1.Text);
textBox1.Text = (double.Parse(buff) * buff2).ToString();
} // если текущий статус деление
if (CurrentState == state.substraction)
{
CurrentState = state.nonstate;
double buff2 = double.Parse(textBox1.Text);
textBox1.Text = (double.Parse(buff) - buff2).ToString();
} // если текущий статус добавление
if (CurrentState == state.addiction)
{
CurrentState = state.nonstate;
double buff2 = double.Parse(textBox1.Text);
textBox1.Text = (double.Parse(buff) + buff2).ToString();
}
}
catch(Exception)
{
MessageBox.Show("Введены некорректные данные");
}
}
开发者ID:GarageInc,项目名称:all,代码行数:36,代码来源:Form1.cs
示例6: OnRevolution
public void OnRevolution()
{
if(currentState == state.MOVING){//start a dive if a dive isn't already in progress
currentState = state.DIVING;
radii.y = -0.2f;
radii.z = -diveAcc;
}
if(mode >= 1){//gain speed
if(thetas.y < maxSpeed){
thetas.y += speedPerRevolution;
if(thetas.y > maxSpeed)
thetas.y = maxSpeed;
}
}
if(mode >= 2){//enemies gain speed
List<Enemy> enemylist = Dial.GetAllEnemies();
foreach(Enemy e in enemylist){
GameObject zappything = GameObject.Instantiate(Resources.Load ("Prefabs/MainCanvas/ZappyThing")) as GameObject;
zappything.GetComponent<RectTransform>().sizeDelta = e.GetComponent<RectTransform>().sizeDelta * 1.7f;
zappything.GetComponent<Lifespan>().BeginLiving(3f);
zappything.GetComponent<Lifespan>().SetImageToFade(true);
zappything.transform.SetParent(e.transform,false);
e.SpeedUp(enemyBoostMultiplier,enemyBoostDuration);
}
}
if(mode >= 3){//gain life drain
lifeDrain += lifeDrainPerRevolution;
}
}
开发者ID:Benedict-SC,项目名称:doom-dial,代码行数:31,代码来源:Skizzard.cs
示例7: runStates
void runStates()
{
switch (currentState)
{
case state.idle:
rigid.velocity = Vector3.zero;
float dist = Vector3.Distance(transform.position, PlayerCharacter.instance.transform.position);
if (dist < triggerDistance)
{
currentState = state.shooting;
}
break;
case state.shooting:
shootPlayer();
float currentDist = Vector3.Distance(transform.position, PlayerCharacter.instance.transform.position);
if (currentDist > triggerDistance)
{
currentState = state.idle;
}
break;
case state.knockback:
knockback();
if (!inKnockback)
{
currentState = state.idle;
}
break;
}
if (inKnockback)
{
currentState = state.knockback;
}
}
开发者ID:interwebsninja,项目名称:eviscerate,代码行数:34,代码来源:laserEnemy.cs
示例8: createModuleContainer
public void createModuleContainer()
{
this.transform.gameObject.GetComponent<ModuleContainer>().show();
show_interface = state.Module;
disableCamera();
}
开发者ID:kretzmoritz,项目名称:Archive,代码行数:7,代码来源:CreateInterface.cs
示例9: destroyDialog
public void destroyDialog()
{
this.transform.gameObject.GetComponent<CreateDialog>().hide();
show_interface = state.Clear;
enableCamera();
}
开发者ID:kretzmoritz,项目名称:Archive,代码行数:7,代码来源:CreateInterface.cs
示例10: changestate
public void changestate(state newstate)
{
if(currentState != null)
currentState.Exit();
currentState = newstate;
currentState.Enter(this);
}
开发者ID:new-00-0ne,项目名称:System-Purge,代码行数:7,代码来源:Enemy.cs
示例11: createDialog
public void createDialog()
{
this.transform.gameObject.GetComponent<CreateDialog>().show();
show_interface = state.Dialog;
disableCamera();
}
开发者ID:kretzmoritz,项目名称:Archive,代码行数:7,代码来源:CreateInterface.cs
示例12: LoadReceived
public void LoadReceived()
{
received_state = state.LOADING;
received.Clear();
string url = SocialManager.Instance.FIREBASE + "/challenges.json";
//?orderBy=\"time\"&limitToLast=30";
url += "?orderBy=\"op_facebookID\"&equalTo=\"" + SocialManager.Instance.userData.facebookID + "\"";
Debug.Log("LoadReceived: " + url);
HTTP.Request someRequest = new HTTP.Request("get", url);
someRequest.Send((request) =>
{
Hashtable decoded = (Hashtable)JSON.JsonDecode(request.response.Text);
if (decoded == null)
{
Debug.LogError("server returned null or malformed response ):");
return;
}
foreach (DictionaryEntry json in decoded)
{
Hashtable jsonObj = (Hashtable)json.Value;
PlayerData newData = new PlayerData();
newData.objectID = (string)json.Key;
newData.facebookID = (string)jsonObj["facebookID"];
newData.playerName = (string)jsonObj["playerName"];
newData.score = (int)jsonObj["score"];
newData.score2 = (int)jsonObj["score2"];
newData.winner = (string)jsonObj["winner"];
newData.notificated = (bool)jsonObj["notificated"];
received.Add(newData);
}
received_state = state.READY;
});
}
开发者ID:pontura,项目名称:PungaRaid,代码行数:34,代码来源:ChallengersManager.cs
示例13: play
public void play()
{
MainWindow1.Title = System.IO.Path.GetFileNameWithoutExtension(med.chemin[i]);
mediaElement.Play();
play_state = state.play;
play_button.Content = WebUtility.HtmlDecode("");
}
开发者ID:Sephiroth25896,项目名称:Projects,代码行数:7,代码来源:MainWindow.xaml.cs
示例14: runStates
void runStates()
{
switch(currentState)
{
case state.idle:
float dist = Vector3.Distance(transform.position, PlayerCharacter.instance.transform.position);
if(dist < triggerDistance)
{
currentState = state.following;
}
break;
case state.following:
followPlayer();
break;
case state.knockback:
knockback();
if (!inKnockback)
{
currentState = state.idle;
}
break;
}
if (inKnockback)
{
currentState = state.knockback;
}
}
开发者ID:interwebsninja,项目名称:eviscerate,代码行数:28,代码来源:blobEnemy.cs
示例15: Dialog
public Dialog(Point Position, Size Size, string Caption = "", string Text = "", int Depth = 0, state Type = state.message, Form1 f = null)
{
this.Position = Position;
this.Size = Size;
this.Caption = Caption;
this.Text = Text;
this.Depth = Depth;
this.Type = Type;
nextDialog = null;
Id = Globalization.setId();
DialogueStart = false;
nextDialogID = -1;
Rotation = 0;
nextDialogBranch = null;
nextDialogBranchId = -1;
nextConditionDialog = null;
nextActionDialog = null;
messageAttachedWire = -1;
startPosition = Position;
startPositionUnzoomed = Position;
Rotation = 0;
Update(f);
}
开发者ID:lofcz,项目名称:SimplexRpgEngine,代码行数:25,代码来源:Dialog.cs
示例16: destroyModuleContainer
public void destroyModuleContainer()
{
this.transform.gameObject.GetComponent<ModuleContainer>().hide();
show_interface = state.Clear;
enableCamera();
}
开发者ID:kretzmoritz,项目名称:Archive,代码行数:7,代码来源:CreateInterface.cs
示例17: LoadContent
public override void LoadContent(ContentManager theContentManager)
{
base.LoadContent(theContentManager);
position = new Vector2(80, 250);
scale = 0.088f;
myCurrentState = state.STANDING;
}
开发者ID:atemple84,项目名称:enlightensource,代码行数:7,代码来源:PlayerSprite.cs
示例18: Setup
public void Setup()
{
_x = Mathf.Abs(gameObject.transform.localScale.x);
now = state.set;
isShowing = false;
alive = true;
}
开发者ID:kaluluosi,项目名称:Quad-1,代码行数:7,代码来源:AnimateTexture.cs
示例19: OnGUI
void OnGUI()
{
GUI.skin.box.wordWrap = true;
//new Rect(left,top,width,height)
if (currentState == state.main) {
if (GUI.Button (new Rect (Screen.width * 0.2f, Screen.height * 0.1f, Screen.width * 0.6f, Screen.height * 0.15f), "New Game")) {
Inventory.artificials = new SplayTree<Artificial> ();
Application.LoadLevel ("Forest");
}
if (GUI.Button (new Rect (Screen.width * 0.2f, Screen.height * 0.3f, Screen.width * 0.6f, Screen.height * 0.15f), "Load Game")) {
UniverseSaveObject.LoadUniverse ();
Application.LoadLevel ("Forest");
}
if (GUI.Button (new Rect (Screen.width * 0.2f, Screen.height * 0.5f, Screen.width * 0.6f, Screen.height * 0.15f), "Story")) {
currentState = state.story;
}
if (GUI.Button (new Rect (Screen.width * 0.2f, Screen.height * 0.7f, Screen.width * 0.6f, Screen.height * 0.15f), "Quit"))
currentState = state.quit;
}
if (currentState == state.quit) {
if(GUI.Button(new Rect(Screen.width*0.2f,Screen.height*0.35f,Screen.width*0.2f,Screen.height*0.3f),"No"))
currentState=state.main;
if(GUI.Button(new Rect(Screen.width*0.6f,Screen.height*0.35f,Screen.width*0.2f,Screen.height*0.3f),"Yes"))
Application.Quit();
}
if (currentState == state.story) {
GUI.Box(new Rect((Screen.width / 2) - (Screen.width/8), (Screen.height / 2) - (Screen.height / 8), Screen.width / 4, Screen.height / 4), "On a long space venture, you have lost your way! Your warp drive has quit and you've been thrown out of hyperspace surrounded by alien viruses. Gather resources to rebuild your warp drive and return to your home planet!");
}
//GUI.Button(new Rect(10,10,100,100),"New Game");
}
开发者ID:RCARL,项目名称:CS380Unity,代码行数:32,代码来源:MainMenu.cs
示例20: GameScene
// private Thread aiThread;
// private Thread collisionThread;
public GameScene()
: base()
{
LogCat.updateValue("Scene", "Game");
halkFighters = new List<Fighter>();
esxolusFighters = new List<Fighter>();
spawnShips = new List<SpawnShip>();
halkCapitalNodes = new List<Vector3>();
esxolusCapitalNodes = new List<Vector3>();
currentState = state.loading;
collisionManager = new CollisionManager(1000000, 1000000, 1000000, 3);
aiList = new List<AI>();
turretList = new List<Turret>();
particleGeneratorList = new List<ParticleGenerator>();
/*aiThread = new Thread(new ThreadStart(AIThreadPoolCallback));
aiThread.Start();
aiThread.IsBackground = true;
aiThread.Priority = ThreadPriority.Lowest;
collisionThread = new Thread(new ThreadStart(CollisionThreadPoolCallback));
collisionThread.Start();
collisionThread.IsBackground = true;*/
}
开发者ID:NatalieWojciechowski,项目名称:Space394,代码行数:29,代码来源:GameScene.cs
注:本文中的state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。 |
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