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