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112 lines
2.2 KiB
112 lines
2.2 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using LzFramework.UI;
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using LzFramework.FSM;
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using LzFramework;
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using EduCoderTool;
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namespace DisComputer
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{
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/*
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*@func 主流程控制器
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* @author lz
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* @data 2020/05/26
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*/
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public class MainControl : Singleton<MainControl>
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{
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public MainState mainState = MainState.Idle;
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private StateMachine<MainState> fsm;
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// Start is called before the first frame update
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void Start()
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{
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fsm = StateMachine<MainState>.Initialize(this, MainState.Idle);
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}
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/// <summary>
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/// 改变状态
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/// </summary>
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/// <param name="state"></param>
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public void SetGameState(MainState state)
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{
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mainState = state;
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fsm.ChangeState(mainState);
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}
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#region === 状态机接口实例 ===
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private void Idle_Enter()
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{
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//Debug.LogFormat("进入待机状态");
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TTUIPage.ShowPage<MainMenuView>();
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TTUIPage.ShowPage<TipView>();
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TTUIPage.ShowPage<IdleView>();
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//WebConnecter.Singleton.SendDataToWeb("装机程序进入待机状态");
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}
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private void Idle_Update()
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{
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}
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private void Idle_Exit()
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{
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//Debug.LogFormat("退出待机 ");
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TTUIPage.ClosePage<IdleView>();
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}
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private IEnumerator Active_Enter()
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{
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yield return new WaitForEndOfFrame();
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//Debug.LogFormat("游戏状态");
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//WebConnecter.Singleton.SendDataToWeb("装机程序进入组装状态");
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}
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private void Active_Update()
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{
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//Debug.LogFormat("游戏中。。。");
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}
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private void Active_Exit()
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{
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//Debug.LogFormat("退出游戏状态");
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}
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private void End_Enter()
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{
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//Debug.LogFormat("进入游戏结束状态");
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}
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private void End_Exit()
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{
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//Debug.LogFormat("退出游戏结束状态");
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}
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#endregion
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}
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public enum MainState
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{
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Idle,
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Active,
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End
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}
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}
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