129 lines
5.2 KiB
C#
129 lines
5.2 KiB
C#
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using UnityEngine;
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using UnityEngine.UI;
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using System.Collections;
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using MoreMountains.Tools;
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using System;
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using System.Collections.Generic;
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namespace MoreMountains.Tools
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{
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public struct MMStateChangeEvent<T> where T: struct, IComparable, IConvertible, IFormattable
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{
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public GameObject Target;
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public MMStateMachine<T> TargetStateMachine;
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public T NewState;
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public T PreviousState;
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public MMStateChangeEvent(MMStateMachine<T> stateMachine)
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{
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Target = stateMachine.Target;
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TargetStateMachine = stateMachine;
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NewState = stateMachine.CurrentState;
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PreviousState = stateMachine.PreviousState;
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}
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}
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/// <summary>
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/// Public interface for the state machine.
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/// This is used by the StateMachineProcessor.
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/// </summary>
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public interface MMIStateMachine
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{
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bool TriggerEvents { get; set; }
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}
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/// <summary>
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/// StateMachine manager, designed with simplicity in mind (as simple as a state machine can be anyway).
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/// To use it, you need an enum. For example : public enum CharacterConditions { Normal, ControlledMovement, Frozen, Paused, Dead }
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/// Declare it like so : public StateMachine<CharacterConditions> ConditionStateMachine;
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/// Initialize it like that : ConditionStateMachine = new StateMachine<CharacterConditions>();
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/// Then from anywhere, all you need to do is update its state when needed, like that for example : ConditionStateMachine.ChangeState(CharacterConditions.Dead);
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/// The state machine will store for you its current and previous state, accessible at all times, and will also optionnally trigger events on enter/exit of these states.
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/// You can go further by using a StateMachineProcessor class, to trigger more events (see the list below).
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/// </summary>
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public class MMStateMachine<T> : MMIStateMachine where T : struct, IComparable, IConvertible, IFormattable
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{
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/// If you set TriggerEvents to true, the state machine will trigger events when entering and exiting a state.
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/// Additionnally, if you also use a StateMachineProcessor, it'll trigger events for the current state on FixedUpdate, LateUpdate, but also
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/// on Update (separated in EarlyUpdate, Update and EndOfUpdate, triggered in this order at Update()
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/// To listen to these events, from any class, in its Start() method (or wherever you prefer), use MMEventManager.StartListening(gameObject.GetInstanceID().ToString()+"XXXEnter",OnXXXEnter);
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/// where XXX is the name of the state you're listening to, and OnXXXEnter is the method you want to call when that event is triggered.
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/// MMEventManager.StartListening(gameObject.GetInstanceID().ToString()+"CrouchingEarlyUpdate",OnCrouchingEarlyUpdate); for example will listen to the Early Update event of the Crouching state, and
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/// will trigger the OnCrouchingEarlyUpdate() method.
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public bool TriggerEvents { get; set; }
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/// the name of the target gameobject
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public GameObject Target;
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/// the current character's movement state
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public T CurrentState { get; protected set; }
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/// the character's movement state before entering the current one
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public T PreviousState { get; protected set; }
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public delegate void OnStateChangeDelegate();
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/// an event you can listen to to listen locally to changes on that state machine
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/// to listen to them, from any class :
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/// void OnEnable()
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/// {
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/// yourReferenceToTheStateMachine.OnStateChange += OnStateChange;
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/// }
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/// void OnDisable()
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/// {
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/// yourReferenceToTheStateMachine.OnStateChange -= OnStateChange;
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/// }
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/// void OnStateChange()
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/// {
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/// // Do something
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/// }
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public OnStateChangeDelegate OnStateChange;
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/// <summary>
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/// Creates a new StateMachine, with a targetName (used for events, usually use GetInstanceID()), and whether you want to use events with it or not
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/// </summary>
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/// <param name="targetName">Target name.</param>
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/// <param name="triggerEvents">If set to <c>true</c> trigger events.</param>
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public MMStateMachine(GameObject target, bool triggerEvents)
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{
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this.Target = target;
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this.TriggerEvents = triggerEvents;
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}
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/// <summary>
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/// Changes the current movement state to the one specified in the parameters, and triggers exit and enter events if needed
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/// </summary>
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/// <param name="newState">New state.</param>
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public virtual void ChangeState(T newState)
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{
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// if the "new state" is the current one, we do nothing and exit
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if (newState.Equals(CurrentState))
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{
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return;
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}
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// we store our previous character movement state
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PreviousState = CurrentState;
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CurrentState = newState;
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OnStateChange?.Invoke();
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if (TriggerEvents)
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{
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MMEventManager.TriggerEvent (new MMStateChangeEvent<T> (this));
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}
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}
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/// <summary>
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/// Returns the character to the state it was in before its current state
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/// </summary>
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public virtual void RestorePreviousState()
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{
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// we restore our previous state
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CurrentState = PreviousState;
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OnStateChange?.Invoke();
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if (TriggerEvents)
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{
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MMEventManager.TriggerEvent (new MMStateChangeEvent<T> (this));
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}
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}
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}
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}
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