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📄 runstatemanager.cs

📁 嵌入式程序
💻 CS
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using System;
using DiamondPet.LogicLayer;
using DiamondPet.LogicLayer.GameStateRunLogic;
using DiamondPet.LogicLayer.GameStateRunLogic.Pause;

namespace DiamondPet.UserLayer
{
	/// <summary>
	/// RunStateManager 的摘要说明。
	/// </summary>
	public class RunStateManager : StateManager		
	{
		/// <summary>
		/// 运行状态
		/// </summary>
		public RunningState runningState;

		/// <summary>
		/// 选择方块
		/// </summary>
		public SelectBlock selectBlock;
		/// <summary>
		/// 消状态
		/// </summary>
		public ClearBlock clearBlock;

		/// <summary>
		/// 快下状态
		/// </summary>
		public DownFast downFast;

		/// <summary>
		/// 慢下状态
		/// </summary>
		public DownSlow downSlow;

		/// <summary>
		/// 正常暂停
		/// </summary>
		public NormalPause normalPause;
     
		/// <summary>
		/// 输还是赢
		/// </summary>
		public LostOrWin lostOrWin;

		/// <summary>
		/// 退出
		/// </summary>
		public OtherQuit otherQuit;

		/// <summary>
		/// 判断继续消还是selectblock
		/// </summary>
		public JudgeStateChange judgeStateChange;

		/// <summary>
		/// 升级状态
		/// </summary>
		public LevelUp levelUp;

		/// <summary>
		/// 父状态的管理
		/// </summary>
		public UserLayerStateManager userLayerStateManager;

		/// <summary>
		/// 游戏数据
		/// </summary>
		public GameDate gameDate;

		#region 选择状态
		public const int CLEARBLOCK = 0;
	
		public const int DOWNFAST = 1;

		public const int DOWNSLOW = 2;

		public const int IMPLEMENTPROPERTY = 3;
	
		public const int NORMALPAUSE = 4;

		public const int LOSTORWIN = 5;

		public const int OTHERQUIT = 6;

		public const int SELECTBLOCK = 7;

		public const int JUDGESTATECHANGE = 8;

		public const int LEVELUP = 9;
		#endregion

		#region 初始化状态管理器
		public RunStateManager(UserLayerStateManager u,StateRunOnePlayer one)
		{

			InitOnePlayerObject();

			//界面层状态
			this.userLayerStateManager = u;
			//选择初始状态,为“选择block”状态,要改
			ChangeState(SELECTBLOCK);
			
		}

		public RunStateManager(UserLayerStateManager u,StateRunTwoPlayer two)
		{
			InitTwoPlayerObject();
           
			//界面层状态
			this.userLayerStateManager = u;
			//选择初始状态,为“选择block”状态
			ChangeState(SELECTBLOCK);
		}

		private void InitOnePlayerObject()
		{
			//游戏数据
			this.gameDate = new GameDate();

			this.clearBlock = new ClearBlock(this);
			this.downFast = new DownFast(this);
			this.downSlow = new DownSlow(this);
			//暂停系列
			this.normalPause = new NormalPause(this);
			this.lostOrWin = new LostOrWin(this);

			this.selectBlock = new SelectBlock(this);
			this.judgeStateChange = new JudgeStateChange(this);
			this.levelUp = new LevelUp(this);
		}

		private void InitTwoPlayerObject()
		{
			this.lostOrWin = new LostOrWin(this);
			this.otherQuit = new OtherQuit(this);
			InitOnePlayerObject();
		}
		#endregion

		#region 改变状态
		
		public void ChangeState(RunningState rs)
		{
			if (rs != null){
				this.runningState = rs;
			}
			return;
		}

		public void ChangeState(int StateIndex)
		{
			switch(StateIndex)
			{
				case CLEARBLOCK:
					this.runningState = this.clearBlock;
					break;
				case DOWNFAST:
					this.runningState = this.downFast;
					break;
				case DOWNSLOW:
					this.runningState = this.downSlow;
					break;
				case NORMALPAUSE:
					this.normalPause.returnState = this.runningState;
					this.runningState = this.normalPause;
					break;
				case LOSTORWIN:
					this.runningState = this.lostOrWin;
					break;
				case OTHERQUIT:
					this.runningState = this.otherQuit;
					break;
				case SELECTBLOCK:
					this.runningState = this.selectBlock;
					break;
				case JUDGESTATECHANGE:
					this.runningState = this.judgeStateChange;
					break;
				case LEVELUP:
					this.runningState = this.levelUp;
					break;
			}
			//清除命令队列
			//ClearStateQueue(this.runningState);
		}





		public void AnotherChangeState(int StateIndex)
		{}
		
		/// <summary>
		/// 将状态的队列清空
		/// </summary>
		private void ClearStateQueue(RunningState r)
		{
			r.runCommandQueue.Clear();
		}

		#endregion


	}
} 

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