com.alicizax.unity.framework/Runtime/UI/UIBase/UIStateMachine.cs

81 lines
2.9 KiB
C#

namespace AlicizaX.UI.Runtime
{
internal static class UIStateMachine
{
private static readonly ushort[] ValidTransitionMasks =
{
Mask(UIState.CreatedUI),
Mask(UIState.Loaded, UIState.Destroying),
Mask(UIState.Initialized, UIState.Destroying),
Mask(UIState.Opening, UIState.Destroying),
Mask(UIState.Opened, UIState.Closing, UIState.Destroying),
Mask(UIState.Closing, UIState.Destroying),
Mask(UIState.Opening, UIState.Closed, UIState.Destroying),
Mask(UIState.Opening, UIState.Destroying),
Mask(UIState.Destroyed),
0,
};
public static bool IsValidTransition(UIState from, UIState to)
{
int fromIndex = (int)from;
return (uint)fromIndex < (uint)ValidTransitionMasks.Length && (ValidTransitionMasks[fromIndex] & Mask(to)) != 0;
}
public static bool ValidateTransition(string uiName, UIState from, UIState to)
{
if (IsValidTransition(from, to))
return true;
Log.Error(Cysharp.Text.ZString.Format("[UI] Invalid state transition for {0}: {1} -> {2}", uiName, from, to));
return false;
}
public static ushort GetValidNextStateMask(UIState currentState)
{
int stateIndex = (int)currentState;
return (uint)stateIndex < (uint)ValidTransitionMasks.Length ? ValidTransitionMasks[stateIndex] : (ushort)0;
}
public static string GetStateDescription(UIState state)
{
return state switch
{
UIState.Uninitialized => "Not yet created",
UIState.CreatedUI => "UI logic created, awaiting resource load",
UIState.Loaded => "Resources loaded, awaiting initialization",
UIState.Initialized => "Initialized, ready to open",
UIState.Opening => "Opening transition is running",
UIState.Opened => "Currently visible and active",
UIState.Closing => "Closing transition is running",
UIState.Closed => "Hidden but cached",
UIState.Destroying => "Being destroyed",
UIState.Destroyed => "Fully destroyed",
_ => "Unknown state"
};
}
public static bool IsDisplayActive(UIState state)
{
return state == UIState.Opening || state == UIState.Opened || state == UIState.Closing;
}
private static ushort Mask(UIState state)
{
return (ushort)(1 << (int)state);
}
private static ushort Mask(UIState stateA, UIState stateB)
{
return (ushort)(Mask(stateA) | Mask(stateB));
}
private static ushort Mask(UIState stateA, UIState stateB, UIState stateC)
{
return (ushort)(Mask(stateA) | Mask(stateB) | Mask(stateC));
}
}
}