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

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using System.Collections.Generic;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
namespace Stary.Evo
{
public interface IFsmSystem
{
FSMIState CurState { get; set; }
void AddState(FSMIState state);
void RemoveState(FSMIState state);
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void SetCurState(string name);
void SetCurState(string name, object param);
void SetCurState<T>(string name, T param);
void SetCurState<T1, T2>(string name, T1 param1, T2 param2);
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FSMIState GetStateWithName(string name);
HashMap<string, FSMIState> States { get; set; }
}
public class FsmSystem : IFsmSystem
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{
public FSMIState CurState { get; set; }
public HashMap<string, FSMIState> States { get; set; }
public FsmSystem()
{
States = new HashMap<string, FSMIState>();
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AddState(new DefaultState(this));
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}
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());
}
}
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/// <summary>
/// 普通状态切换,适用于无参
/// </summary>
/// <param name="name"></param>
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public async void SetCurState(string name)
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{
if (CurState != null)
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CurState.OnExit();
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FSMIState state = GetStateWithName(name);
CurState = state;
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CurState.OnEnter();
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}
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/// <summary>
/// 异步状态切换,适用于有参
/// </summary>
/// <param name="name"></param>
/// <param name="param"></param>
/// <typeparam name="T"></typeparam>
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public async void SetCurState(string name, object param)
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{
if (CurState != null)
{
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CurState.OnExit();
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}
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FSMIState state = GetStateWithName(name);
CurState = state;
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CurState.OnEnter(param);
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}
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/// <summary>
/// 异步状态切换,适用于有参
/// </summary>
/// <param name="name"></param>
/// <param name="param"></param>
/// <typeparam name="T"></typeparam>
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public async void SetCurState<T>(string name, T param)
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{
if (CurState != null)
{
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CurState.OnExit();
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}
FSMIState state = GetStateWithName(name);
CurState = state;
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CurState.OnEnter<T>(param);
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}
/// <summary>
/// 异步状态切换,适用于有参
/// </summary>
/// <param name="name"></param>
/// <param name="param1"></param>
/// <param name="param2"></param>
/// <typeparam name="T1"></typeparam>
/// <typeparam name="T2"></typeparam>
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public async void SetCurState<T1, T2>(string name, T1 param1, T2 param2)
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{
if (CurState != null)
{
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CurState.OnExit();
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}
FSMIState state = GetStateWithName(name);
CurState = state;
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CurState.OnEnter(param1, param2);
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}
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public FSMIState GetStateWithName(string name)
{
if (States.ContainsKey(name))
{
return States[name];
}
return null;
}
}
}