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plugin-library/Assets/03.FiniteStateMachine/RunTime/Use/IFsmSystem.cs

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