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

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2025-04-10 11:20:22 +08:00
using System.Collections.Generic;
using UnityEngine;
namespace Stary.Evo.FiniteStateMachine
{
public interface IFSMManager
{
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; }
}
public class FSMManager : IFSMManager
{
public IFSMIState CurState { get; set; }
public Dictionary<string, IFSMIState> States { get; set; }
public FSMManager()
{
States = new Dictionary<string, IFSMIState>();
}
public void AddState(IFSMIState 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(IFSMIState 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();
IFSMIState state = GetStateWithName(name);
CurState = state;
CurState.OnEnter();
}
public IFSMIState GetStateWithName(string name)
{
if (States.ContainsKey(name))
{
return States[name];
}
return null;
}
}
}