/
IState.cs
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/
IState.cs
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/****************************************************************************
* Copyright (c) 2016 - 2022 liangxiegame UNDER MIT License
*
* https://qframework.cn
* https://github.com/liangxiegame/QFramework
* https://gitee.com/liangxiegame/QFramework
****************************************************************************/
using System;
using System.Collections.Generic;
namespace QFramework
{
public interface IState
{
bool Condition();
void Enter();
void Update();
void FixedUpdate();
void OnGUI();
void Exit();
}
public class CustomState : IState
{
private Func<bool> mOnCondition;
private Action mOnEnter;
private Action mOnUpdate;
private Action mOnFixedUpdate;
private Action mOnGUI;
private Action mOnExit;
public CustomState OnCondition(Func<bool> onCondition)
{
mOnCondition = onCondition;
return this;
}
public CustomState OnEnter(Action onEnter)
{
mOnEnter = onEnter;
return this;
}
public CustomState OnUpdate(Action onUpdate)
{
mOnUpdate = onUpdate;
return this;
}
public CustomState OnFixedUpdate(Action onFixedUpdate)
{
mOnFixedUpdate = onFixedUpdate;
return this;
}
public CustomState OnGUI(Action onGUI)
{
mOnGUI = onGUI;
return this;
}
public CustomState OnExit(Action onExit)
{
mOnExit = onExit;
return this;
}
public bool Condition()
{
var result = mOnCondition?.Invoke();
return result == null || result.Value;
}
public void Enter()
{
mOnEnter?.Invoke();
}
public void Update()
{
mOnUpdate?.Invoke();
}
public void FixedUpdate()
{
mOnFixedUpdate?.Invoke();
}
public void OnGUI()
{
mOnGUI?.Invoke();
}
public void Exit()
{
mOnExit?.Invoke();
}
}
#if UNITY_EDITOR
[ClassAPI("10.FSM","FSM",0,"FSM")]
[APIDescriptionCN("简易状态机")]
[APIDescriptionEN("Simple FSM")]
[APIExampleCode(@"
using UnityEngine;
namespace QFramework.Example
{
public class IStateBasicUsageExample : MonoBehaviour
{
public enum States
{
A,
B
}
public FSM<States> FSM = new FSM<States>();
void Start()
{
FSM.State(States.A)
.OnCondition(()=>FSM.CurrentStateId == States.B)
.OnEnter(() =>
{
Debug.Log(""Enter A"");
})
.OnUpdate(() =>
{
})
.OnFixedUpdate(() =>
{
})
.OnGUI(() =>
{
GUILayout.Label(""State A"");
if (GUILayout.Button(""To State B""))
{
FSM.ChangeState(States.B);
}
})
.OnExit(() =>
{
Debug.Log(""Enter B"");
});
FSM.State(States.B)
.OnCondition(() => FSM.CurrentStateId == States.A)
.OnGUI(() =>
{
GUILayout.Label(""State B"");
if (GUILayout.Button(""To State A""))
{
FSM.ChangeState(States.A);
}
});
FSM.StartState(States.A);
}
private void Update()
{
FSM.Update();
}
private void FixedUpdate()
{
FSM.FixedUpdate();
}
private void OnGUI()
{
FSM.OnGUI();
}
private void OnDestroy()
{
FSM.Clear();
}
}
}
}
// class state
using UnityEngine;
namespace QFramework.Example
{
public class IStateClassExample : MonoBehaviour
{
public enum States
{
A,
B,
C
}
public FSM<States> FSM = new FSM<States>();
public class StateA : AbstractState<States,IStateClassExample>
{
public StateA(FSM<States> fsm, IStateClassExample target) : base(fsm, target)
{
}
protected override bool OnCondition()
{
return mFSM.CurrentStateId == States.B;
}
public override void OnGUI()
{
GUILayout.Label(""State A"");
if (GUILayout.Button(""To State B""))
{
mFSM.ChangeState(States.B);
}
}
}
public class StateB: AbstractState<States,IStateClassExample>
{
public StateB(FSM<States> fsm, IStateClassExample target) : base(fsm, target)
{
}
protected override bool OnCondition()
{
return mFSM.CurrentStateId == States.A;
}
public override void OnGUI()
{
GUILayout.Label(""State B"");
if (GUILayout.Button(""To State A""))
{
mFSM.ChangeState(States.A);
}
}
}
private void Start()
{
FSM.AddState(States.A, new StateA(FSM, this));
FSM.AddState(States.B, new StateB(FSM, this));
// 支持和链式模式混用
// FSM.State(States.C)
// .OnEnter(() =>
// {
//
// });
FSM.StartState(States.A);
}
private void OnGUI()
{
FSM.OnGUI();
}
private void OnDestroy()
{
FSM.Clear();
}
}
}
")]
#endif
public class FSM<T>
{
protected Dictionary<T, IState> mStates = new Dictionary<T, IState>();
public void AddState(T id, IState state)
{
mStates.Add(id,state);
}
public CustomState State(T t)
{
if (mStates.ContainsKey(t))
{
return mStates[t] as CustomState;
}
var state = new CustomState();
mStates.Add(t, state);
return state;
}
private IState mCurrentState;
private T mCurrentStateId;
public IState CurrentState => mCurrentState;
public T CurrentStateId => mCurrentStateId;
public T PreviousStateId { get; private set; }
public void ChangeState(T t)
{
if (t.Equals(CurrentStateId)) return;
if (mStates.TryGetValue(t, out var state))
{
if (mCurrentState != null && state.Condition())
{
mCurrentState.Exit();
PreviousStateId = mCurrentStateId;
mCurrentState = state;
mCurrentStateId = t;
mCurrentState.Enter();
}
}
}
public void StartState(T t)
{
if (mStates.TryGetValue(t, out var state))
{
PreviousStateId = t;
mCurrentState = state;
mCurrentStateId = t;
state.Enter();
}
}
public void FixedUpdate()
{
mCurrentState?.FixedUpdate();
}
public void Update()
{
mCurrentState?.Update();
}
public void OnGUI()
{
mCurrentState?.OnGUI();
}
public void Clear()
{
mCurrentState = null;
mCurrentStateId = default;
mStates.Clear();
}
}
public abstract class AbstractState<TStateId,TTarget> : IState
{
protected FSM<TStateId> mFSM;
protected TTarget mTarget;
public AbstractState(FSM<TStateId> fsm,TTarget target)
{
mFSM = fsm;
mTarget = target;
}
bool IState.Condition()
{
return OnCondition();;
}
void IState.Enter()
{
OnEnter();
}
void IState.Update()
{
OnUpdate();
}
void IState.FixedUpdate()
{
OnFixedUpdate();
}
public virtual void OnGUI()
{
}
void IState.Exit()
{
OnExit();
}
protected virtual bool OnCondition() => true;
protected virtual void OnEnter()
{
}
protected virtual void OnUpdate()
{
}
protected virtual void OnFixedUpdate()
{
}
protected virtual void OnExit()
{
}
}
}