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CrowdControl/Assets/Plugins/Animancer/Utilities/State Machine/StateMachine1.cs

134 lines
5.2 KiB
C#

3 months ago
// Animancer // Copyright 2020 Kybernetik //
using System;
using UnityEngine;
namespace Animancer.FSM
{
/// <summary>
/// A simple keyless Finite State Machine system.
/// <para></para>
/// This class doesn't keep track of any states other than the currently active one.
/// See <see cref="StateMachine{TKey, TState}"/> for a system that allows states to be pre-registered and accessed
/// using a separate key.
/// </summary>
[HelpURL(StateExtensions.APIDocumentationURL + "StateMachine_1")]
public partial class StateMachine<TState> where TState : class, IState<TState>
{
/************************************************************************************************************************/
/// <summary>The current state.</summary>
public TState CurrentState { get; private set; }
/************************************************************************************************************************/
/// <summary>
/// Constructs a new <see cref="StateMachine{TState}"/>.
/// </summary>
public StateMachine() { }
/// <summary>
/// Constructs a new <see cref="StateMachine{TState}"/> and immediately enters the `defaultState`.
/// </summary>
public StateMachine(TState defaultState)
{
CurrentState = defaultState;
defaultState.OnEnterState();
}
/************************************************************************************************************************/
/// <summary>
/// Checks if it is currently possible to enter the specified `state`. This requires
/// <see cref="IState{TState}.CanExitState"/> on the <see cref="CurrentState"/> and
/// <see cref="IState{TState}.CanEnterState"/> on the specified `state` to both return true.
/// </summary>
public bool CanSetState(TState state)
{
if (CurrentState != null && !CurrentState.CanExitState(state))
return false;
if (state != null && !state.CanEnterState(CurrentState))
return false;
return true;
}
/************************************************************************************************************************/
/// <summary>
/// Attempts to enter the specified `state` and returns true if successful.
/// <para></para>
/// This method returns true immediately if the specified `state` is already the <see cref="CurrentState"/>.
/// To allow directly re-entering the same state, use <see cref="TryResetState"/> instead.
/// </summary>
public bool TrySetState(TState state)
{
if (CurrentState == state)
return true;
else
return TryResetState(state);
}
/************************************************************************************************************************/
/// <summary>
/// Attempts to enter the specified `state` and returns true if successful.
/// <para></para>
/// This method does not check if the `state` is already the <see cref="CurrentState"/>. To do so, use
/// <see cref="TrySetState"/> instead.
/// </summary>
public bool TryResetState(TState state)
{
if (!CanSetState(state))
return false;
ForceSetState(state);
return true;
}
/************************************************************************************************************************/
/// <summary>
/// Calls <see cref="IState{TState}.OnExitState"/> on the <see cref="CurrentState"/> then changes to the
/// specified `state` and calls <see cref="IState{TState}.OnEnterState"/> on it.
/// <para></para>
/// This method does not check <see cref="IState{TState}.CanExitState"/> or
/// <see cref="IState{TState}.CanEnterState"/>. To do that, you should use <see cref="TrySetState"/> instead.
/// </summary>
public void ForceSetState(TState state)
{
#if UNITY_EDITOR
var owned = state as IOwnedState<TState>;
if (owned != null && owned.OwnerStateMachine != this)
{
throw new InvalidOperationException(
"You are attempting to use a state in a machine that is not its owner." +
"\n State: " + state +
"\n Machine: " + ToString());
}
#endif
if (CurrentState != null)
CurrentState.OnExitState();
CurrentState = state;
if (CurrentState != null)
state.OnEnterState();
}
/************************************************************************************************************************/
/// <summary>
/// Returns a string describing the type of this state machine and its <see cref="CurrentState"/>.
/// </summary>
public override string ToString()
{
return GetType().Name + " -> " + CurrentState;
}
/************************************************************************************************************************/
}
}