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CrowdControl/Assets/Feel/MMTools/Tools/MMStateMachine/MMStateMachine.cs

148 lines
5.5 KiB
C#

using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using MoreMountains.Tools;
using System;
using System.Collections.Generic;
namespace MoreMountains.Tools
{
public struct MMStateChangeEvent<T> where T: struct, IComparable, IConvertible, IFormattable
{
public GameObject Target;
public MMStateMachine<T> TargetStateMachine;
public T NewState;
public T PreviousState;
public MMStateChangeEvent(MMStateMachine<T> stateMachine)
{
Target = stateMachine.Target;
TargetStateMachine = stateMachine;
NewState = stateMachine.CurrentState;
PreviousState = stateMachine.PreviousState;
}
}
/// <summary>
/// Public interface for the state machine.
/// </summary>
public interface MMIStateMachine
{
bool TriggerEvents { get; set; }
}
/// <summary>
/// StateMachine manager, designed with simplicity in mind (as simple as a state machine can be anyway).
/// To use it, you need an enum. For example : public enum CharacterConditions { Normal, ControlledMovement, Frozen, Paused, Dead }
/// Declare it like so : public StateMachine<CharacterConditions> ConditionStateMachine;
/// Initialize it like that : ConditionStateMachine = new StateMachine<CharacterConditions>();
/// Then from anywhere, all you need to do is update its state when needed, like that for example : ConditionStateMachine.ChangeState(CharacterConditions.Dead);
/// The state machine will store for you its current and previous state, accessible at all times, and will also optionnally trigger events on enter/exit of these states.
/// </summary>
public class MMStateMachine<T> : MMIStateMachine where T : struct, IComparable, IConvertible, IFormattable
{
/// If you set TriggerEvents to true, the state machine will trigger events when entering and exiting a state.
/// Additionnally, it has options to trigger events on state change that can be listened to from any listener, without a delegate's hard binding, like so :
/// let's assume in some class we have a public MMStateMachine<CharacterStates.MovementStates> MovementState, and we use that to track the state of a moving character (idle, walking, running etc)
/// in any other class, we could do :
/// public class TestListener : MonoBehaviour, MMEventListener<MMStateChangeEvent<CharacterStates.MovementStates>>
/// {
/// // triggered every time a state change event occurs
/// public void OnMMEvent(MMStateChangeEvent<CharacterStates.MovementStates> stateChangeEvent)
/// {
/// if (stateChangeEvent.NewState == CharacterStates.MovementStates.Crawling)
/// {
/// //do something - in a real life scenario you'd probably make sure you have the right target, etc.
/// }
/// }
///
/// private void OnEnable() // on enable we start listening for these events
/// {
/// MMEventManager.AddListener<MMStateChangeEvent<CharacterStates.MovementStates>>(this);
/// }
///
/// private void OnDisable() // on disable we stop listening for these events
/// {
/// MMEventManager.RemoveListener<MMStateChangeEvent<CharacterStates.MovementStates>>(this);
/// }
/// }
/// Now every time this character's movement state changes, the OnMMEvent method will be called, and you can do whatever you want with it.
///
/// whether or not this state machine broadcasts events
public bool TriggerEvents { get; set; }
/// the name of the target gameobject
public GameObject Target;
/// the current character's movement state
public T CurrentState { get; protected set; }
/// the character's movement state before entering the current one
public T PreviousState { get; protected set; }
public delegate void OnStateChangeDelegate();
/// an event you can listen to to listen locally to changes on that state machine
/// to listen to them, from any class :
/// void OnEnable()
/// {
/// yourReferenceToTheStateMachine.OnStateChange += OnStateChange;
/// }
/// void OnDisable()
/// {
/// yourReferenceToTheStateMachine.OnStateChange -= OnStateChange;
/// }
/// void OnStateChange()
/// {
/// // Do something
/// }
public OnStateChangeDelegate OnStateChange;
/// <summary>
/// Creates a new StateMachine, with a targetName (used for events, usually use GetInstanceID()), and whether you want to use events with it or not
/// </summary>
/// <param name="targetName">Target name.</param>
/// <param name="triggerEvents">If set to <c>true</c> trigger events.</param>
public MMStateMachine(GameObject target, bool triggerEvents)
{
this.Target = target;
this.TriggerEvents = triggerEvents;
}
/// <summary>
/// Changes the current movement state to the one specified in the parameters, and triggers exit and enter events if needed
/// </summary>
/// <param name="newState">New state.</param>
public virtual void ChangeState(T newState)
{
// if the "new state" is the current one, we do nothing and exit
if (EqualityComparer<T>.Default.Equals(newState, CurrentState))
{
return;
}
// we store our previous character movement state
PreviousState = CurrentState;
CurrentState = newState;
OnStateChange?.Invoke();
if (TriggerEvents)
{
MMEventManager.TriggerEvent (new MMStateChangeEvent<T> (this));
}
}
/// <summary>
/// Returns the character to the state it was in before its current state
/// </summary>
public virtual void RestorePreviousState()
{
// we restore our previous state
CurrentState = PreviousState;
OnStateChange?.Invoke();
if (TriggerEvents)
{
MMEventManager.TriggerEvent (new MMStateChangeEvent<T> (this));
}
}
}
}