📄 fsm_unit.h.svn-base
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/* Copyright (C) Steve Rabin, 2000. * All rights reserved worldwide. * * This software is provided "as is" without express or implied * warranties. You may freely copy and compile this source into * applications you distribute provided that the copyright text * below is included in the resulting source code, for example: * "Portions Copyright (C) Steve Rabin, 2000" */////////////////////////////////////////////////////////////////// Filename: fsm_drone.h//// Author: Steve Rabin// E-mail: stevera@noa.nintendo.com// From the book "Game Programming Gems"// From the article "Designing a General Robust AI Engine"//// Brief Disclaimer:// This code is free to use for commercial use and is in the// public domain. You may distribute, copy, modify, or use as// is as long as this information is present. This code makes// no guarantees written or implied and is provided solely as// an example. Have a nice day!//// Purpose:// This file is an example of a state machine that multiple// game objects can reference. Note that no state information// is saved within this file. State information lies solely// inside each game object. It would be a mistake to save any// state info within this file.////////////////////////////////////////////////////////////////#ifndef _FSM_UNIT_H__#define _FSM_UNIT_H__#include "game_object.h"#include "fsm_player.h"bool UnitProcessStateMachine( GameObject* go, unsigned int state, MsgObject* msg );//void DroneTranslateStateName( unsigned int state, char* name );#endif
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