AlicizaX/Client/Packages/com.alicizax.unity.fsm/Runtime/Fsm/FsmManager.cs

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2025-01-23 19:06:48 +08:00
using System;
using System.Collections.Generic;
using AlicizaX.Runtime;
using UnityEngine;
namespace AlicizaX.Fsm.Runtime
{
/// <summary>
/// 有限状态机管理器。
/// </summary>
[UnityEngine.Scripting.Preserve]
internal sealed class FsmManager : IFsmManager
{
private readonly Dictionary<TypeNamePair, FsmBase> m_Fsms;
private readonly List<FsmBase> m_TempFsms;
/// <summary>
/// 初始化有限状态机管理器的新实例。
/// </summary>
public FsmManager()
{
m_Fsms = new Dictionary<TypeNamePair, FsmBase>();
m_TempFsms = new List<FsmBase>();
}
/// <summary>
/// 获取游戏框架模块优先级。
/// </summary>
/// <remarks>优先级较高的模块会优先轮询,并且关闭操作会后进行。</remarks>
public int Priority
{
get => 9;
}
/// <summary>
/// 获取有限状态机数量。
/// </summary>
public int Count
{
get { return m_Fsms.Count; }
}
/// <summary>
/// 有限状态机管理器轮询。
/// </summary>
/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
/// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
void IModuleUpdate.Update(float elapseSeconds, float realElapseSeconds)
{
m_TempFsms.Clear();
if (m_Fsms.Count <= 0)
{
return;
}
foreach (var fsm in m_Fsms)
{
m_TempFsms.Add(fsm.Value);
}
foreach (var fsm in m_TempFsms)
{
if (fsm.IsDestroyed)
{
continue;
}
fsm.Update(elapseSeconds, realElapseSeconds);
}
}
/// <summary>
/// 关闭并清理有限状态机管理器。
/// </summary>
void IModule.Dispose()
{
foreach (var fsm in m_Fsms)
{
fsm.Value.Shutdown();
}
m_Fsms.Clear();
m_TempFsms.Clear();
}
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <returns>是否存在有限状态机。</returns>
public bool HasFsm<T>() where T : class
{
return InternalHasFsm(new TypeNamePair(typeof(T)));
}
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <returns>是否存在有限状态机。</returns>
public bool HasFsm(Type ownerType)
{
if (ownerType == null)
{
throw new GameFrameworkException("Owner type is invalid.");
}
return InternalHasFsm(new TypeNamePair(ownerType));
}
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <returns>是否存在有限状态机。</returns>
public bool HasFsm<T>(string name) where T : class
{
return InternalHasFsm(new TypeNamePair(typeof(T), name));
}
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <param name="name">有限状态机名称。</param>
/// <returns>是否存在有限状态机。</returns>
public bool HasFsm(Type ownerType, string name)
{
if (ownerType == null)
{
throw new GameFrameworkException("Owner type is invalid.");
}
return InternalHasFsm(new TypeNamePair(ownerType, name));
}
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <returns>要获取的有限状态机。</returns>
public IFsm<T> GetFsm<T>() where T : class
{
return (IFsm<T>)InternalGetFsm(new TypeNamePair(typeof(T)));
}
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <returns>要获取的有限状态机。</returns>
public FsmBase GetFsm(Type ownerType)
{
if (ownerType == null)
{
throw new GameFrameworkException("Owner type is invalid.");
}
return InternalGetFsm(new TypeNamePair(ownerType));
}
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <returns>要获取的有限状态机。</returns>
public IFsm<T> GetFsm<T>(string name) where T : class
{
return (IFsm<T>)InternalGetFsm(new TypeNamePair(typeof(T), name));
}
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <param name="name">有限状态机名称。</param>
/// <returns>要获取的有限状态机。</returns>
public FsmBase GetFsm(Type ownerType, string name)
{
if (ownerType == null)
{
throw new GameFrameworkException("Owner type is invalid.");
}
return InternalGetFsm(new TypeNamePair(ownerType, name));
}
/// <summary>
/// 获取所有有限状态机。
/// </summary>
/// <returns>所有有限状态机。</returns>
public FsmBase[] GetAllFsms()
{
int index = 0;
var results = new FsmBase[m_Fsms.Count];
foreach (KeyValuePair<TypeNamePair, FsmBase> fsm in m_Fsms)
{
results[index++] = fsm.Value;
}
return results;
}
/// <summary>
/// 获取所有有限状态机。
/// </summary>
/// <param name="results">所有有限状态机。</param>
public void GetAllFsms(List<FsmBase> results)
{
if (results == null)
{
throw new GameFrameworkException("Results is invalid.");
}
results.Clear();
foreach (KeyValuePair<TypeNamePair, FsmBase> fsm in m_Fsms)
{
results.Add(fsm.Value);
}
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
public IFsm<T> CreateFsm<T>(T owner, params FsmState<T>[] states) where T : class
{
return CreateFsm(string.Empty, owner, states);
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
public IFsm<T> CreateFsm<T>(string name, T owner, params FsmState<T>[] states) where T : class
{
var typeNamePair = new TypeNamePair(typeof(T), name);
if (HasFsm<T>(name))
{
throw new GameFrameworkException(Utility.Text.Format("Already exist FSM '{0}'.", typeNamePair));
}
Fsm<T> fsm = Fsm<T>.Create(name, owner, states);
m_Fsms.Add(typeNamePair, fsm);
return fsm;
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
public IFsm<T> CreateFsm<T>(T owner, List<FsmState<T>> states) where T : class
{
return CreateFsm(string.Empty, owner, states);
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
public IFsm<T> CreateFsm<T>(string name, T owner, List<FsmState<T>> states) where T : class
{
var typeNamePair = new TypeNamePair(typeof(T), name);
if (HasFsm<T>(name))
{
throw new GameFrameworkException(Utility.Text.Format("Already exist FSM '{0}'.", typeNamePair));
}
Fsm<T> fsm = Fsm<T>.Create(name, owner, states);
m_Fsms.Add(typeNamePair, fsm);
return fsm;
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm<T>() where T : class
{
return InternalDestroyFsm(new TypeNamePair(typeof(T)));
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm(Type ownerType)
{
if (ownerType == null)
{
throw new GameFrameworkException("Owner type is invalid.");
}
return InternalDestroyFsm(new TypeNamePair(ownerType));
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">要销毁的有限状态机名称。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm<T>(string name) where T : class
{
return InternalDestroyFsm(new TypeNamePair(typeof(T), name));
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <param name="name">要销毁的有限状态机名称。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm(Type ownerType, string name)
{
if (ownerType == null)
{
throw new GameFrameworkException("Owner type is invalid.");
}
return InternalDestroyFsm(new TypeNamePair(ownerType, name));
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="fsm">要销毁的有限状态机。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm<T>(IFsm<T> fsm) where T : class
{
if (fsm == null)
{
throw new GameFrameworkException("FSM is invalid.");
}
return InternalDestroyFsm(new TypeNamePair(typeof(T), fsm.Name));
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <param name="fsm">要销毁的有限状态机。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm(FsmBase fsm)
{
if (fsm == null)
{
throw new GameFrameworkException("FSM is invalid.");
}
return InternalDestroyFsm(new TypeNamePair(fsm.OwnerType, fsm.Name));
}
private bool InternalHasFsm(TypeNamePair typeNamePair)
{
return m_Fsms.ContainsKey(typeNamePair);
}
private FsmBase InternalGetFsm(TypeNamePair typeNamePair)
{
if (m_Fsms.TryGetValue(typeNamePair, out var fsm))
{
return fsm;
}
return null;
}
private bool InternalDestroyFsm(TypeNamePair typeNamePair)
{
if (m_Fsms.TryGetValue(typeNamePair, out var fsm))
{
fsm.Shutdown();
return m_Fsms.Remove(typeNamePair);
}
return false;
}
}
}