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CrowdControl/Assets/Plugins/Animancer/Utilities/State Machine/InputBuffer1.cs

153 lines
6.1 KiB
C#

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