You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
134 lines
5.2 KiB
C#
134 lines
5.2 KiB
C#
// Animancer // Copyright 2020 Kybernetik //
|
|
|
|
using System;
|
|
using UnityEngine;
|
|
|
|
namespace Animancer.FSM
|
|
{
|
|
/// <summary>
|
|
/// A simple keyless Finite State Machine system.
|
|
/// <para></para>
|
|
/// This class doesn't keep track of any states other than the currently active one.
|
|
/// See <see cref="StateMachine{TKey, TState}"/> for a system that allows states to be pre-registered and accessed
|
|
/// using a separate key.
|
|
/// </summary>
|
|
[HelpURL(StateExtensions.APIDocumentationURL + "StateMachine_1")]
|
|
public partial class StateMachine<TState> where TState : class, IState<TState>
|
|
{
|
|
/************************************************************************************************************************/
|
|
|
|
/// <summary>The current state.</summary>
|
|
public TState CurrentState { get; private set; }
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
/// <summary>
|
|
/// Constructs a new <see cref="StateMachine{TState}"/>.
|
|
/// </summary>
|
|
public StateMachine() { }
|
|
|
|
/// <summary>
|
|
/// Constructs a new <see cref="StateMachine{TState}"/> and immediately enters the `defaultState`.
|
|
/// </summary>
|
|
public StateMachine(TState defaultState)
|
|
{
|
|
CurrentState = defaultState;
|
|
defaultState.OnEnterState();
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
/// <summary>
|
|
/// Checks if it is currently possible to enter the specified `state`. This requires
|
|
/// <see cref="IState{TState}.CanExitState"/> on the <see cref="CurrentState"/> and
|
|
/// <see cref="IState{TState}.CanEnterState"/> on the specified `state` to both return true.
|
|
/// </summary>
|
|
public bool CanSetState(TState state)
|
|
{
|
|
if (CurrentState != null && !CurrentState.CanExitState(state))
|
|
return false;
|
|
|
|
if (state != null && !state.CanEnterState(CurrentState))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
/// <summary>
|
|
/// Attempts to enter the specified `state` and returns true if successful.
|
|
/// <para></para>
|
|
/// This method returns true immediately if the specified `state` is already the <see cref="CurrentState"/>.
|
|
/// To allow directly re-entering the same state, use <see cref="TryResetState"/> instead.
|
|
/// </summary>
|
|
public bool TrySetState(TState state)
|
|
{
|
|
if (CurrentState == state)
|
|
return true;
|
|
else
|
|
return TryResetState(state);
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
/// <summary>
|
|
/// Attempts to enter the specified `state` and returns true if successful.
|
|
/// <para></para>
|
|
/// This method does not check if the `state` is already the <see cref="CurrentState"/>. To do so, use
|
|
/// <see cref="TrySetState"/> instead.
|
|
/// </summary>
|
|
public bool TryResetState(TState state)
|
|
{
|
|
if (!CanSetState(state))
|
|
return false;
|
|
|
|
ForceSetState(state);
|
|
return true;
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
/// <summary>
|
|
/// Calls <see cref="IState{TState}.OnExitState"/> on the <see cref="CurrentState"/> then changes to the
|
|
/// specified `state` and calls <see cref="IState{TState}.OnEnterState"/> on it.
|
|
/// <para></para>
|
|
/// This method does not check <see cref="IState{TState}.CanExitState"/> or
|
|
/// <see cref="IState{TState}.CanEnterState"/>. To do that, you should use <see cref="TrySetState"/> instead.
|
|
/// </summary>
|
|
public void ForceSetState(TState state)
|
|
{
|
|
#if UNITY_EDITOR
|
|
var owned = state as IOwnedState<TState>;
|
|
if (owned != null && owned.OwnerStateMachine != this)
|
|
{
|
|
throw new InvalidOperationException(
|
|
"You are attempting to use a state in a machine that is not its owner." +
|
|
"\n State: " + state +
|
|
"\n Machine: " + ToString());
|
|
}
|
|
#endif
|
|
|
|
if (CurrentState != null)
|
|
CurrentState.OnExitState();
|
|
|
|
CurrentState = state;
|
|
|
|
if (CurrentState != null)
|
|
state.OnEnterState();
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
|
|
/// <summary>
|
|
/// Returns a string describing the type of this state machine and its <see cref="CurrentState"/>.
|
|
/// </summary>
|
|
public override string ToString()
|
|
{
|
|
return GetType().Name + " -> " + CurrentState;
|
|
}
|
|
|
|
/************************************************************************************************************************/
|
|
}
|
|
}
|