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153 lines
6.1 KiB
C#
153 lines
6.1 KiB
C#
2 months ago
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// Animancer // Copyright 2020 Kybernetik //
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using UnityEngine;
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namespace Animancer.FSM
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{
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public partial class StateMachine<TState>
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{
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/// <summary>
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/// A simple buffer that remembers any failed calls to <see cref="StateMachine{TState}.TrySetState(TState)"/>
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/// so that it can retry them each time you <see cref="Update"/> it until the <see cref="TimeOut"/> expires.
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/// </summary>
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public class InputBuffer
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{
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/************************************************************************************************************************/
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/// <summary>The <see cref="StateMachine{TState}"/> this buffer is feeding input to.</summary>
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public StateMachine<TState> StateMachine { get; set; }
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/// <summary>The <typeparamref name="TState"/> this buffer is currently attempting to enter.</summary>
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public TState BufferedState { get; set; }
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/// <summary>The amount of time left before the <see cref="BufferedState"/> is cleared.</summary>
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public float TimeOut { get; set; }
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/// <summary>
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/// If true, the <see cref="TimeOut"/> will be updated using <see cref="Time.unscaledDeltaTime"/>.
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/// Otherwise it will use <see cref="Time.deltaTime"/>.
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/// </summary>
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public bool UseUnscaledTime { get; set; }
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/************************************************************************************************************************/
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/// <summary>Indicates whether there is currently a <see cref="BufferedState"/>.</summary>
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public bool IsBufferActive
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{
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get { return BufferedState != null; }
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Constructs a new <see cref="InputBuffer"/> targeting the specified `stateMachine`.
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/// </summary>
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public InputBuffer(StateMachine<TState> stateMachine)
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{
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StateMachine = stateMachine;
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Attempts to enter the specified state and returns true if successful.
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/// Otherwise the state is remembered and attempted again every time <see cref="Update"/> is called.
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/// </summary>
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public bool TrySetState(TState state, float timeOut)
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{
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BufferedState = state;
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TimeOut = timeOut;
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// If you can enter that state immediately, clear the buffer.
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if (TryEnterBufferedState())
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{
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Clear();
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return true;
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}
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else
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{
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return false;
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}
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Attempts to enter the <see cref="BufferedState"/> and returns true if successful.
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/// </summary>
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protected virtual bool TryEnterBufferedState()
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{
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return StateMachine.TryResetState(BufferedState);
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Attempts to enter the <see cref="BufferedState"/> if there is one and returns true if successful.
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/// Otherwise the <see cref="TimeOut"/> is decreased by <see cref="Time.deltaTime"/> and the
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/// <see cref="BufferedState"/> is forgotten after it reaches 0.
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/// <para></para>
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/// If <see cref="UseUnscaledTime"/> is true, it will use <see cref="Time.unscaledDeltaTime"/> instead.
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/// </summary>
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public bool Update()
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{
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return Update(UseUnscaledTime ? Time.unscaledDeltaTime : Time.deltaTime);
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}
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/// <summary>
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/// Attempts to enter the <see cref="BufferedState"/> if there is one and returns true if successful.
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/// Otherwise the <see cref="TimeOut"/> is decreased by `deltaTime` and the <see cref="BufferedState"/> is
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/// forgotten after it reaches 0.
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/// </summary>
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public bool Update(float deltaTime)
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{
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if (IsBufferActive)
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{
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if (TryEnterBufferedState())
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{
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Clear();
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return true;
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}
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else
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{
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TimeOut -= deltaTime;
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if (TimeOut <= 0)
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Clear();
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}
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}
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return false;
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Attempts to enter the <see cref="BufferedState"/> if there is one and returns true if successful.
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/// <para></para>
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/// Unlike <see cref="Update"/>, this method doesn't update the <see cref="TimeOut"/>.
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/// </summary>
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public bool CheckBuffer()
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{
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if (IsBufferActive && TryEnterBufferedState())
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{
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Clear();
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return true;
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}
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return false;
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}
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/************************************************************************************************************************/
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/// <summary>Clears the buffer.</summary>
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public void Clear()
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{
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BufferedState = null;
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}
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/************************************************************************************************************************/
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}
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}
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}
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