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CrowdControl/Assets/Plugins/Animancer/Utilities/State Machine/InputBuffer2.cs

85 lines
3.6 KiB
C#

// Animancer // Copyright 2020 Kybernetik //
namespace Animancer.FSM
{
public partial class StateMachine<TKey, TState>
{
/// <summary>
/// A simple buffer that remembers any failed calls to
/// <see cref="StateMachine{TKey, TState}.TrySetState(TKey, TState)"/> so that it can retry them each time you
/// <see cref="Update"/> it until the <see cref="TimeOut"/> expires.
/// </summary>
public new class InputBuffer : StateMachine<TState>.InputBuffer
{
/************************************************************************************************************************/
private StateMachine<TKey, TState> _StateMachine;
/// <summary>The <see cref="StateMachine{TKey, TState}"/> this buffer is feeding input to.</summary>
public new StateMachine<TKey, TState> StateMachine
{
get { return _StateMachine; }
set
{
_StateMachine = value;
base.StateMachine = value;
}
}
/// <summary>The <typeparamref name="TKey"/> of the state this buffer is currently attempting to enter.</summary>
public TKey BufferedKey { get; set; }
/************************************************************************************************************************/
/// <summary>
/// Constructs a new <see cref="InputBuffer"/> targeting the specified `stateMachine`.
/// </summary>
public InputBuffer(StateMachine<TKey, TState> stateMachine)
: base(stateMachine)
{
_StateMachine = stateMachine;
BufferedKey = stateMachine.CurrentKey;
}
/************************************************************************************************************************/
/// <summary>
/// Attempts to enter the specified state and returns true if successful.
/// Otherwise the state is remembered and attempted again every time
/// <see cref="StateMachine{TState}.InputBuffer.Update"/> is called.
/// </summary>
public bool TrySetState(TKey key, TState state, float timeOut)
{
BufferedKey = key;
return TrySetState(state, timeOut);
}
/// <summary>
/// Attempts to enter the specified state and returns true if successful.
/// Otherwise the state is remembered and attempted again every time
/// <see cref="StateMachine{TState}.InputBuffer.Update"/> is called.
/// </summary>
public bool TrySetState(TKey key, float timeOut)
{
TState state;
if (_StateMachine.TryGetValue(key, out state))
return TrySetState(key, state, timeOut);
else
return false;
}
/************************************************************************************************************************/
/// <summary>
/// Attempts to enter the <see cref="BufferedState"/> and returns true if successful.
/// </summary>
protected override bool TryEnterBufferedState()
{
return _StateMachine.TrySetState(BufferedKey, BufferedState);
}
/************************************************************************************************************************/
}
}
}