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State.cs
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State.cs
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//---------------------------------------------------------------------------------------------------------
// ▽ Submarine Mirage Framework for Unity
// Copyright (c) 2020 夢想海の水底より(from Seabed of Reverie)
// Released under the MIT License :
// https://github.com/FromSeabedOfReverie/SubmarineMirageFrameworkForUnity/blob/master/LICENSE
//---------------------------------------------------------------------------------------------------------
namespace SubmarineMirageFramework.FSM {
using System.Collections;
///====================================================================================================
/// <summary>
/// ■ 状態のクラス
///----------------------------------------------------------------------------------------------------
/// 有限状態機械への参照を所持する為、ジェネリッククラスとなっている。
/// </summary>
///====================================================================================================
public class State<TOwner, TFSM>
where TOwner : IFiniteStateMachineOwner<TFSM>
where TFSM : IFiniteStateMachine
{
///------------------------------------------------------------------------------------------------
/// ● 要素
///------------------------------------------------------------------------------------------------
/// <summary>運用者</summary>
protected TOwner _owner { get; private set; }
/// <summary>有限状態機械</summary>
public TFSM _fsm { get; set; }
///------------------------------------------------------------------------------------------------
/// <summary>
/// ● コンストラクタ
/// </summary>
///------------------------------------------------------------------------------------------------
public State( TOwner owner ) {
_owner = owner;
}
///------------------------------------------------------------------------------------------------
/// <summary>
/// ● 初期化
/// </summary>
///------------------------------------------------------------------------------------------------
public void Initialize() {
// コンストラクタ中は、有限状態機械の作成中、代入中なので、初期化関数に分離する必要がある
// キモい
_fsm = _owner._fsm;
}
///------------------------------------------------------------------------------------------------
/// <summary>
/// ● 入口(呼戻)
/// </summary>
///------------------------------------------------------------------------------------------------
public virtual IEnumerator OnEnter() {
yield break;
}
///------------------------------------------------------------------------------------------------
/// <summary>
/// ● 更新(呼戻)
/// </summary>
///------------------------------------------------------------------------------------------------
public virtual IEnumerator OnUpdate() {
while ( true ) {
yield return null;
}
}
///------------------------------------------------------------------------------------------------
/// <summary>
/// ● 更新(微分)(呼戻)
/// </summary>
///------------------------------------------------------------------------------------------------
public virtual void OnUpdateDelta() {
}
///------------------------------------------------------------------------------------------------
/// <summary>
/// ● 出口(呼戻)
/// </summary>
///------------------------------------------------------------------------------------------------
public virtual IEnumerator OnExit() {
yield break;
}
}
}