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194 lines
9.4 KiB
C#
194 lines
9.4 KiB
C#
// 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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/// <summary>
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/// A state that can be used in a <see cref="StateMachine{TState}"/>.
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/// </summary>
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public interface IState<TState> where TState : class, IState<TState>
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{
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/// <summary>Determines whether this state can be entered.</summary>
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bool CanEnterState(TState previousState);
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/// <summary>Determines whether this state can be exited.</summary>
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bool CanExitState(TState nextState);
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/// <summary>Called when this state is entered.</summary>
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void OnEnterState();
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/// <summary>Called when this state is exited.</summary>
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void OnExitState();
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}
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/************************************************************************************************************************/
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/// <summary>
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/// A type of <see cref="IState{TState}"/> that knows which <see cref="StateMachine{TState}"/> it is used in so it
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/// can be used with various extension methods in <see cref="StateExtensions"/>.
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/// </summary>
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public interface IOwnedState<TState> : IState<TState> where TState : class, IState<TState>
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{
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/// <summary>
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/// The <see cref="StateMachine{TState}"/> that this state is used in.
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/// </summary>
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StateMachine<TState> OwnerStateMachine { get; }
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Various extension methods for <see cref="IOwnedState{TState}"/>.
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/// </summary>
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[HelpURL(APIDocumentationURL + "StateExtensions")]
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public static class StateExtensions
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{
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/************************************************************************************************************************/
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/// <summary>The URL of the website where the Animancer API documentation is hosted.</summary>
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/// <remarks>
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/// This is a duplicate of <c>Strings.APIDocumentationURL</c> so that the <see cref="FSM"/> system does not
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/// have any dependencies on <see cref="Animancer"/> itself.
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/// </remarks>
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public const string APIDocumentationURL = "https://kybernetik.com.au/animancer/api/Animancer.FSM/";
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/************************************************************************************************************************/
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/// <summary>
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/// Checks if the specified `state` is the <see cref="StateMachine{TState}.CurrentState"/> in its
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/// <see cref="IOwnedState{TState}.OwnerStateMachine"/>.
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/// </summary>
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public static bool IsCurrentState<TState>(this TState state) where TState : class, IOwnedState<TState>
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{
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return state.OwnerStateMachine.CurrentState == state;
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Checks if it is currently possible to enter the specified `state`. This requires
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/// <see cref="IState{TState}.CanExitState"/> on the <see cref="StateMachine{TState}.CurrentState"/> and
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/// <see cref="IState{TState}.CanEnterState"/> on the specified `state` to both return true.
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/// </summary>
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public static bool CanEnterState<TState>(this TState state) where TState : class, IOwnedState<TState>
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{
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return state.OwnerStateMachine.CanSetState(state);
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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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/// <para></para>
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/// This method returns true immediately if the specified `state` is already the
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/// <see cref="StateMachine{TState}.CurrentState"/>. To allow directly re-entering the same state, use
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/// <see cref="TryReEnterState"/> instead.
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/// </summary>
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public static bool TryEnterState<TState>(this TState state) where TState : class, IOwnedState<TState>
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{
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return state.OwnerStateMachine.TrySetState(state);
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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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/// <para></para>
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/// This method does not check if the `state` is already the <see cref="StateMachine{TState}.CurrentState"/>.
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/// To do so, use <see cref="TryEnterState"/> instead.
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/// </summary>
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public static bool TryReEnterState<TState>(this TState state) where TState : class, IOwnedState<TState>
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{
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return state.OwnerStateMachine.TryResetState(state);
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Calls <see cref="IState{TState}.OnExitState"/> on the <see cref="StateMachine{TState}.CurrentState"/> then
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/// changes to the specified `state` and calls <see cref="IState{TState}.OnEnterState"/> on it.
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/// <para></para>
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/// This method does not check <see cref="IState{TState}.CanExitState"/> or
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/// <see cref="IState{TState}.CanEnterState"/>. To do that, you should use <see cref="TrySetState"/> instead.
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/// </summary>
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public static void ForceEnterState<TState>(this TState state) where TState : class, IOwnedState<TState>
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{
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state.OwnerStateMachine.ForceSetState(state);
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}
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/************************************************************************************************************************/
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#pragma warning disable CS1587 // XML comment is not placed on a valid language element.
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// Copy this #region into a class which implements IOwnedState to give it the state extension methods as regular members.
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///************************************************************************************************************************/
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//#region State Extensions
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///************************************************************************************************************************/
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///// <summary>
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///// Checks if this state is the <see cref="StateMachine{TState}.CurrentState"/> in its
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///// <see cref="IOwnedState{TState}.OwnerStateMachine"/>.
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///// </summary>
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//public bool IsCurrentState()
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//{
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// return OwnerStateMachine.CurrentState == this;
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//}
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///************************************************************************************************************************/
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///// <summary>
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///// Checks if it is currently possible to enter this state. This requires
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///// <see cref="IState{TState}.CanExitState"/> on the <see cref="StateMachine{TState}.CurrentState"/> and
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///// <see cref="IState{TState}.CanEnterState"/> on this state to both return true.
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///// </summary>
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//public bool CanEnterState()
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//{
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// return OwnerStateMachine.CanSetState(this);
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//}
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///************************************************************************************************************************/
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///// <summary>
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///// Attempts to enter this state and returns true if successful.
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///// <para></para>
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///// This method returns true immediately if this state is already the
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///// <see cref="StateMachine{TState}.CurrentState"/>. To allow directly re-entering the same state, use
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///// <see cref="TryReEnterState"/> instead.
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///// </summary>
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//public bool TryEnterState()
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//{
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// return OwnerStateMachine.TrySetState(this);
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//}
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///************************************************************************************************************************/
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///// <summary>
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///// Attempts to enter this state and returns true if successful.
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///// <para></para>
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///// This method does not check if this state is already the <see cref="StateMachine{TState}.CurrentState"/>.
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///// To do so, use <see cref="TryEnterState"/> instead.
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///// </summary>
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//public bool TryReEnterState()
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//{
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// return OwnerStateMachine.TryResetState(this);
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//}
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///************************************************************************************************************************/
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///// <summary>
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///// Calls <see cref="IState{TState}.OnExitState"/> on the <see cref="StateMachine{TState}.CurrentState"/> then
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///// changes to the this state and calls <see cref="IState{TState}.OnEnterState"/> on it.
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///// <para></para>
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///// This method does not check <see cref="IState{TState}.CanExitState"/> or
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///// <see cref="IState{TState}.CanEnterState"/>. To do that, you should use <see cref="TrySetState"/> instead.
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///// </summary>
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//public void ForceEnterState()
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//{
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// OwnerStateMachine.ForceSetState(this);
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//}
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///************************************************************************************************************************/
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//#endregion
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///************************************************************************************************************************/
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}
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}
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