角色状态机
2013-11-12 14:11
148 查看
以前写游戏。都是用switch,后来发现状态多了,判断条件变得非常烦杂,最后导致代码的阅读和维护非常困难。
这次重新重整理了思路,用状态机实现。Player类里只存相应的玩家数据,然后PlayerStateControl类来做状态间的逻辑判断(如:前一个状态完成后,接下来要转到哪个状态),然后就是每个状态类了。在每个状态里处理这个状态的输入输出,逻辑运算等等。
import engine.IState;
public class PlayerState implements IState
{
protected var m_player:Player = null;
protected var m_stateType:int = PLAYER_STATE_NORMAL;
public static var PLAYER_STATE_NORMAL = 0x10000; //普通状态
public static var PLAYER_STATE_WAIT:int = (PLAYER_STATE_NORMAL|1); //待机状态
public static var PLAYER_STATE_WALK:int = (PLAYER_STATE_NORMAL|2); //行走状态
public static var PLAYER_STATE_FIGHT = 0x100000; //战斗状态
public static var PLAYER_STATE_WALK_TO_ATTACK_TARGET = (PLAYER_STATE_FIGHT|1); //行走到功击目标的状态
public static var PLAYER_STATE_REQUEST_USE_SKILL = (PLAYER_STATE_FIGHT|2); //请求施法状态
public static var PLAYER_STATE_START_FIRE_SKILL = (PLAYER_STATE_FIGHT|3); //开始施放技能
public static var PLAYER_STATE_FIRE_SKLL_OVER = (PLAYER_STATE_FIGHT|4); //施法结束
public static var PLAYER_STATE_FIGHT_WAIT = (PLAYER_STATE_FIGHT|5); //战斗待机装态
public static var PLAYER_STATE_FIGHT_HITED = (PLAYER_STATE_FIGHT|6); //战斗被击
(还有其它。根据需求来补充)
public function PlayerState(plr:Player)
{
this.m_player = plr;
}
public function GetStateType():int
{
return this.m_stateType;
}
public function OnEnter():void
{
}
public function OnLeave():void
{
}
public function Run():void
{
}
}
这次重新重整理了思路,用状态机实现。Player类里只存相应的玩家数据,然后PlayerStateControl类来做状态间的逻辑判断(如:前一个状态完成后,接下来要转到哪个状态),然后就是每个状态类了。在每个状态里处理这个状态的输入输出,逻辑运算等等。
import engine.IState;
public class PlayerState implements IState
{
protected var m_player:Player = null;
protected var m_stateType:int = PLAYER_STATE_NORMAL;
public static var PLAYER_STATE_NORMAL = 0x10000; //普通状态
public static var PLAYER_STATE_WAIT:int = (PLAYER_STATE_NORMAL|1); //待机状态
public static var PLAYER_STATE_WALK:int = (PLAYER_STATE_NORMAL|2); //行走状态
public static var PLAYER_STATE_FIGHT = 0x100000; //战斗状态
public static var PLAYER_STATE_WALK_TO_ATTACK_TARGET = (PLAYER_STATE_FIGHT|1); //行走到功击目标的状态
public static var PLAYER_STATE_REQUEST_USE_SKILL = (PLAYER_STATE_FIGHT|2); //请求施法状态
public static var PLAYER_STATE_START_FIRE_SKILL = (PLAYER_STATE_FIGHT|3); //开始施放技能
public static var PLAYER_STATE_FIRE_SKLL_OVER = (PLAYER_STATE_FIGHT|4); //施法结束
public static var PLAYER_STATE_FIGHT_WAIT = (PLAYER_STATE_FIGHT|5); //战斗待机装态
public static var PLAYER_STATE_FIGHT_HITED = (PLAYER_STATE_FIGHT|6); //战斗被击
(还有其它。根据需求来补充)
public function PlayerState(plr:Player)
{
this.m_player = plr;
}
public function GetStateType():int
{
return this.m_stateType;
}
public function OnEnter():void
{
}
public function OnLeave():void
{
}
public function Run():void
{
}
}
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