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plugin-library/Assets/00.StaryEvo/Runtime/Utility/FSM/FSMISystem.cs

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2025-03-31 11:16:52 +08:00
using System.Collections.Generic;
using UnityEngine;
namespace Stary.Evo
{
public interface IFsmSystem
{
FSMIState CurState { get; set; }
void AddState(FSMIState state);
void RemoveState(FSMIState state);
void SetCurState(string name);
FSMIState GetStateWithName(string name);
HashMap<string, FSMIState> States { get; set; }
}
public class FsmSystem : IFsmSystem
{
public FSMIState CurState { get; set; }
public HashMap<string, FSMIState> States { get; set; }
public FsmSystem()
{
States = new HashMap<string, FSMIState>();
}
public void AddState(FSMIState state)
{
Debug.Log(state.Name);
if (!States.ContainsKey(state.Name))
{
States.Add(state.Name, state);
}
else
{
Debug.LogErrorFormat("States状态机容器里已存在名字为--【{0}】--的状态", state.Name.ToString());
}
}
public void RemoveState(FSMIState state)
{
if (States.ContainsKey(state.Name))
{
States.Remove(state.Name);
}
else
{
Debug.LogErrorFormat("States状态机容器里不存在名字为--【{0}】--的状态", state.Name.ToString());
}
}
public void SetCurState(string name)
{
if (CurState != null)
CurState.OnExit();
FSMIState state = GetStateWithName(name);
CurState = state;
CurState.OnEnter();
}
public FSMIState GetStateWithName(string name)
{
if (States.ContainsKey(name))
{
return States[name];
}
return null;
}
}
}