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84 lines
3.5 KiB
C#
84 lines
3.5 KiB
C#
3 months ago
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// Animancer // Copyright 2020 Kybernetik //
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using System;
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namespace Animancer.FSM
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{
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/// <summary>
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/// A state that uses delegates to define its behaviour in the <see cref="StateMachine{TState}"/>.
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/// </summary>
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public class DelegateState<TState> : IState<TState> where TState : class, IState<TState>
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{
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/************************************************************************************************************************/
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/// <summary>Determines whether this state can be entered. Null is treated as returning true.</summary>
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public Func<TState, bool> canEnter;
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/// <summary>Determines whether this state can be exited. Null is treated as returning true.</summary>
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public Func<TState, bool> canExit;
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/// <summary>Called when this state is entered.</summary>
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public Action onEnter;
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/// <summary>Called when this state is exited.</summary>
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public Action onExit;
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/************************************************************************************************************************/
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/// <summary>
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/// Constructs a new <see cref="DelegateState{TState}"/> with the provided delegates.
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/// </summary>
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/// <param name="canEnter">Determines whether this state can be entered. Null is treated as returning true.</param>
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/// <param name="canExit">Determines whether this state can be exited. Null is treated as returning true.</param>
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/// <param name="onEnter">Called when this state is entered.</param>
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/// <param name="onExit">Called when this state is exited.</param>
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public DelegateState(
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Func<TState, bool> canEnter = null,
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Func<TState, bool> canExit = null,
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Action onEnter = null,
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Action onExit = null)
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{
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this.canEnter = canEnter;
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this.canExit = canExit;
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this.onEnter = onEnter;
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this.onExit = onExit;
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}
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/************************************************************************************************************************/
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/// <summary>Calls <see cref="canEnter"/> to determine whether this state can be entered.</summary>
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bool IState<TState>.CanEnterState(TState previousState)
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{
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return canEnter == null || canEnter(previousState);
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}
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/************************************************************************************************************************/
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/// <summary>Calls <see cref="canExit"/> to determine whether this state can be exited.</summary>
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bool IState<TState>.CanExitState(TState nextState)
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{
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return canExit == null || canExit(nextState);
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}
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/************************************************************************************************************************/
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/// <summary>Calls <see cref="onEnter"/> when this state is entered.</summary>
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void IState<TState>.OnEnterState()
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{
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if (onEnter != null)
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onEnter();
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}
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/************************************************************************************************************************/
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/// <summary>Calls <see cref="onExit"/> when this state is exited.</summary>
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void IState<TState>.OnExitState()
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{
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if (onExit != null)
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onExit();
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}
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/************************************************************************************************************************/
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}
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}
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