583 lines
18 KiB
C#
583 lines
18 KiB
C#
using System;
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using System.Collections.Generic;
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using AlicizaX.Runtime;
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namespace AlicizaX.Fsm.Runtime
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{
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/// <summary>
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/// 有限状态机。
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/// </summary>
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/// <typeparam name="T">有限状态机持有者类型。</typeparam>
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internal sealed class Fsm<T> : FsmBase, IReference, IFsm<T> where T : class
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{
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private T m_Owner;
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private readonly Dictionary<Type, FsmState<T>> m_States;
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private Dictionary<string, Variable> m_Datas;
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private FsmState<T> m_CurrentState;
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private float m_CurrentStateTime;
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private bool m_IsDestroyed;
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/// <summary>
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/// 初始化有限状态机的新实例。
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/// </summary>
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public Fsm()
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{
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m_Owner = null;
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m_States = new Dictionary<Type, FsmState<T>>();
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m_Datas = null;
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m_CurrentState = null;
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m_CurrentStateTime = 0f;
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m_IsDestroyed = true;
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}
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/// <summary>
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/// 获取有限状态机持有者。
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/// </summary>
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public T Owner
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{
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get
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{
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return m_Owner;
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}
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}
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/// <summary>
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/// 获取有限状态机持有者类型。
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/// </summary>
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public override Type OwnerType
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{
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get
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{
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return typeof(T);
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}
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}
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/// <summary>
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/// 获取有限状态机中状态的数量。
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/// </summary>
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public override int FsmStateCount
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{
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get
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{
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return m_States.Count;
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}
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}
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/// <summary>
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/// 获取有限状态机是否正在运行。
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/// </summary>
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public override bool IsRunning
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{
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get
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{
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return m_CurrentState != null;
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}
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}
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/// <summary>
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/// 获取有限状态机是否被销毁。
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/// </summary>
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public override bool IsDestroyed
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{
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get
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{
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return m_IsDestroyed;
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}
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}
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/// <summary>
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/// 获取当前有限状态机状态。
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/// </summary>
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public FsmState<T> CurrentState
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{
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get
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{
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return m_CurrentState;
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}
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}
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/// <summary>
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/// 获取当前有限状态机状态名称。
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/// </summary>
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public override string CurrentStateName
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{
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get
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{
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return m_CurrentState != null ? m_CurrentState.GetType().FullName : null;
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}
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}
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/// <summary>
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/// 获取当前有限状态机状态持续时间。
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/// </summary>
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public override float CurrentStateTime
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{
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get
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{
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return m_CurrentStateTime;
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}
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}
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/// <summary>
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/// 创建有限状态机。
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/// </summary>
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/// <param name="name">有限状态机名称。</param>
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/// <param name="owner">有限状态机持有者。</param>
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/// <param name="states">有限状态机状态集合。</param>
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/// <returns>创建的有限状态机。</returns>
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public static Fsm<T> Create(string name, T owner, params FsmState<T>[] states)
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{
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if (owner == null)
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{
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throw new GameFrameworkException("FSM owner is invalid.");
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}
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if (states == null || states.Length < 1)
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{
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throw new GameFrameworkException("FSM states is invalid.");
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}
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Fsm<T> fsm = ReferencePool.Acquire<Fsm<T>>();
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fsm.Name = name;
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fsm.m_Owner = owner;
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fsm.m_IsDestroyed = false;
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foreach (FsmState<T> state in states)
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{
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if (state == null)
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{
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throw new GameFrameworkException("FSM states is invalid.");
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}
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Type stateType = state.GetType();
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if (fsm.m_States.ContainsKey(stateType))
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{
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throw new GameFrameworkException(Utility.Text.Format("FSM '{0}' state '{1}' is already exist.", new TypeNamePair(typeof(T), name), stateType.FullName));
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}
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fsm.m_States.Add(stateType, state);
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state.OnInit(fsm);
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}
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return fsm;
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}
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/// <summary>
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/// 创建有限状态机。
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/// </summary>
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/// <param name="name">有限状态机名称。</param>
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/// <param name="owner">有限状态机持有者。</param>
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/// <param name="states">有限状态机状态集合。</param>
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/// <returns>创建的有限状态机。</returns>
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public static Fsm<T> Create(string name, T owner, List<FsmState<T>> states)
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{
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if (owner == null)
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{
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throw new GameFrameworkException("FSM owner is invalid.");
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}
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if (states == null || states.Count < 1)
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{
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throw new GameFrameworkException("FSM states is invalid.");
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}
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Fsm<T> fsm = ReferencePool.Acquire<Fsm<T>>();
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fsm.Name = name;
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fsm.m_Owner = owner;
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fsm.m_IsDestroyed = false;
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foreach (FsmState<T> state in states)
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{
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if (state == null)
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{
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throw new GameFrameworkException("FSM states is invalid.");
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}
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Type stateType = state.GetType();
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if (fsm.m_States.ContainsKey(stateType))
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{
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throw new GameFrameworkException(Utility.Text.Format("FSM '{0}' state '{1}' is already exist.", new TypeNamePair(typeof(T), name), stateType.FullName));
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}
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fsm.m_States.Add(stateType, state);
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state.OnInit(fsm);
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}
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return fsm;
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}
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/// <summary>
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/// 清理有限状态机。
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/// </summary>
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public void Clear()
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{
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if (m_CurrentState != null)
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{
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m_CurrentState.OnLeave(this, true);
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}
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foreach (KeyValuePair<Type, FsmState<T>> state in m_States)
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{
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state.Value.OnDestroy(this);
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}
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Name = null;
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m_Owner = null;
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m_States.Clear();
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if (m_Datas != null)
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{
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foreach (KeyValuePair<string, Variable> data in m_Datas)
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{
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if (data.Value == null)
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{
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continue;
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}
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ReferencePool.Release(data.Value);
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}
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m_Datas.Clear();
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}
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m_CurrentState = null;
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m_CurrentStateTime = 0f;
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m_IsDestroyed = true;
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}
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/// <summary>
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/// 开始有限状态机。
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/// </summary>
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/// <typeparam name="TState">要开始的有限状态机状态类型。</typeparam>
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public void Start<TState>() where TState : FsmState<T>
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{
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if (IsRunning)
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{
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throw new GameFrameworkException("FSM is running, can not start again.");
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}
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FsmState<T> state = GetState<TState>();
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if (state == null)
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{
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throw new GameFrameworkException(Utility.Text.Format("FSM '{0}' can not start state '{1}' which is not exist.", new TypeNamePair(typeof(T), Name), typeof(TState).FullName));
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}
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m_CurrentStateTime = 0f;
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m_CurrentState = state;
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m_CurrentState.OnEnter(this);
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}
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/// <summary>
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/// 开始有限状态机。
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/// </summary>
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/// <param name="stateType">要开始的有限状态机状态类型。</param>
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public void Start(Type stateType)
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{
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if (IsRunning)
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{
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throw new GameFrameworkException("FSM is running, can not start again.");
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}
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if (stateType == null)
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{
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throw new GameFrameworkException("State type is invalid.");
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}
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if (!typeof(FsmState<T>).IsAssignableFrom(stateType))
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{
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throw new GameFrameworkException(Utility.Text.Format("State type '{0}' is invalid.", stateType.FullName));
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}
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FsmState<T> state = GetState(stateType);
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if (state == null)
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{
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throw new GameFrameworkException(Utility.Text.Format("FSM '{0}' can not start state '{1}' which is not exist.", new TypeNamePair(typeof(T), Name), stateType.FullName));
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}
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m_CurrentStateTime = 0f;
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m_CurrentState = state;
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m_CurrentState.OnEnter(this);
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}
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/// <summary>
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/// 是否存在有限状态机状态。
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/// </summary>
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/// <typeparam name="TState">要检查的有限状态机状态类型。</typeparam>
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/// <returns>是否存在有限状态机状态。</returns>
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public bool HasState<TState>() where TState : FsmState<T>
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{
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return m_States.ContainsKey(typeof(TState));
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}
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/// <summary>
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/// 是否存在有限状态机状态。
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/// </summary>
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/// <param name="stateType">要检查的有限状态机状态类型。</param>
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/// <returns>是否存在有限状态机状态。</returns>
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public bool HasState(Type stateType)
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{
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if (stateType == null)
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{
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throw new GameFrameworkException("State type is invalid.");
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}
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if (!typeof(FsmState<T>).IsAssignableFrom(stateType))
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{
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throw new GameFrameworkException(Utility.Text.Format("State type '{0}' is invalid.", stateType.FullName));
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}
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return m_States.ContainsKey(stateType);
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}
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/// <summary>
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/// 获取有限状态机状态。
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/// </summary>
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/// <typeparam name="TState">要获取的有限状态机状态类型。</typeparam>
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/// <returns>要获取的有限状态机状态。</returns>
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public TState GetState<TState>() where TState : FsmState<T>
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{
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FsmState<T> state = null;
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if (m_States.TryGetValue(typeof(TState), out state))
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{
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return (TState)state;
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}
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return null;
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}
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/// <summary>
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/// 获取有限状态机状态。
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/// </summary>
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/// <param name="stateType">要获取的有限状态机状态类型。</param>
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/// <returns>要获取的有限状态机状态。</returns>
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public FsmState<T> GetState(Type stateType)
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{
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if (stateType == null)
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{
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throw new GameFrameworkException("State type is invalid.");
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}
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if (!typeof(FsmState<T>).IsAssignableFrom(stateType))
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{
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throw new GameFrameworkException(Utility.Text.Format("State type '{0}' is invalid.", stateType.FullName));
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}
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FsmState<T> state = null;
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if (m_States.TryGetValue(stateType, out state))
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{
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return state;
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}
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return null;
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}
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/// <summary>
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/// 获取有限状态机的所有状态。
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/// </summary>
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/// <returns>有限状态机的所有状态。</returns>
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public FsmState<T>[] GetAllStates()
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{
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int index = 0;
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FsmState<T>[] results = new FsmState<T>[m_States.Count];
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foreach (KeyValuePair<Type, FsmState<T>> state in m_States)
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{
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results[index++] = state.Value;
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}
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return results;
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}
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/// <summary>
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/// 获取有限状态机的所有状态。
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/// </summary>
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/// <param name="results">有限状态机的所有状态。</param>
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public void GetAllStates(List<FsmState<T>> results)
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{
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if (results == null)
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{
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throw new GameFrameworkException("Results is invalid.");
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}
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results.Clear();
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foreach (KeyValuePair<Type, FsmState<T>> state in m_States)
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{
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results.Add(state.Value);
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}
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}
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/// <summary>
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/// 是否存在有限状态机数据。
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/// </summary>
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/// <param name="name">有限状态机数据名称。</param>
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/// <returns>有限状态机数据是否存在。</returns>
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public bool HasData(string name)
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{
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if (string.IsNullOrEmpty(name))
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{
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throw new GameFrameworkException("Data name is invalid.");
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}
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if (m_Datas == null)
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{
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return false;
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}
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return m_Datas.ContainsKey(name);
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}
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/// <summary>
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/// 获取有限状态机数据。
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/// </summary>
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/// <typeparam name="TData">要获取的有限状态机数据的类型。</typeparam>
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/// <param name="name">有限状态机数据名称。</param>
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/// <returns>要获取的有限状态机数据。</returns>
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public TData GetData<TData>(string name) where TData : Variable
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{
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return (TData)GetData(name);
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}
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/// <summary>
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/// 获取有限状态机数据。
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/// </summary>
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/// <param name="name">有限状态机数据名称。</param>
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/// <returns>要获取的有限状态机数据。</returns>
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public Variable GetData(string name)
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{
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if (string.IsNullOrEmpty(name))
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{
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throw new GameFrameworkException("Data name is invalid.");
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}
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if (m_Datas == null)
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{
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return null;
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}
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Variable data = null;
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if (m_Datas.TryGetValue(name, out data))
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{
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return data;
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}
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return null;
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}
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/// <summary>
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/// 设置有限状态机数据。
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/// </summary>
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/// <typeparam name="TData">要设置的有限状态机数据的类型。</typeparam>
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/// <param name="name">有限状态机数据名称。</param>
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/// <param name="data">要设置的有限状态机数据。</param>
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public void SetData<TData>(string name, TData data) where TData : Variable
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{
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SetData(name, (Variable)data);
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}
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/// <summary>
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/// 设置有限状态机数据。
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/// </summary>
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/// <param name="name">有限状态机数据名称。</param>
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/// <param name="data">要设置的有限状态机数据。</param>
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public void SetData(string name, Variable data)
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{
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if (string.IsNullOrEmpty(name))
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{
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throw new GameFrameworkException("Data name is invalid.");
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}
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if (m_Datas == null)
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{
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m_Datas = new Dictionary<string, Variable>(StringComparer.Ordinal);
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}
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Variable oldData = GetData(name);
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if (oldData != null)
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{
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ReferencePool.Release(oldData);
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}
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m_Datas[name] = data;
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}
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/// <summary>
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/// 移除有限状态机数据。
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/// </summary>
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/// <param name="name">有限状态机数据名称。</param>
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/// <returns>是否移除有限状态机数据成功。</returns>
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public bool RemoveData(string name)
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{
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if (string.IsNullOrEmpty(name))
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{
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throw new GameFrameworkException("Data name is invalid.");
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}
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if (m_Datas == null)
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{
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return false;
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}
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Variable oldData = GetData(name);
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if (oldData != null)
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{
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ReferencePool.Release(oldData);
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}
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return m_Datas.Remove(name);
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}
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|
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/// <summary>
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/// 有限状态机轮询。
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/// </summary>
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/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
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/// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
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internal override void Update(float elapseSeconds, float realElapseSeconds)
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{
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if (m_CurrentState == null)
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{
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return;
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}
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m_CurrentStateTime += elapseSeconds;
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m_CurrentState.OnUpdate(this, elapseSeconds, realElapseSeconds);
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}
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|
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/// <summary>
|
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/// 关闭并清理有限状态机。
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/// </summary>
|
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internal override void Shutdown()
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{
|
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ReferencePool.Release(this);
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}
|
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|
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/// <summary>
|
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/// 切换当前有限状态机状态。
|
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/// </summary>
|
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/// <typeparam name="TState">要切换到的有限状态机状态类型。</typeparam>
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internal void ChangeState<TState>() where TState : FsmState<T>
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{
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ChangeState(typeof(TState));
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}
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/// <summary>
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/// 切换当前有限状态机状态。
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/// </summary>
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/// <param name="stateType">要切换到的有限状态机状态类型。</param>
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internal void ChangeState(Type stateType)
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{
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if (m_CurrentState == null)
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|
{
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throw new GameFrameworkException("Current state is invalid.");
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|
}
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|
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FsmState<T> state = GetState(stateType);
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if (state == null)
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|
{
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|
throw new GameFrameworkException(Utility.Text.Format("FSM '{0}' can not change state to '{1}' which is not exist.", new TypeNamePair(typeof(T), Name), stateType.FullName));
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}
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m_CurrentState.OnLeave(this, false);
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m_CurrentStateTime = 0f;
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m_CurrentState = state;
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m_CurrentState.OnEnter(this);
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}
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|
}
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}
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