This commit is contained in:
2025-09-04 11:43:35 +08:00
parent 8872c20cf2
commit 60e4ef39ed
707 changed files with 1498 additions and 29309 deletions

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using Cysharp.Threading.Tasks;
namespace Stary.Evo
{
public class DefaultState : AbstractFSMIState
{
public DefaultState(IFsmSystem system) : base(system)
{
}
public override void OnEnter()
{
}
public override void OnExit()
{
}
}
}

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fileFormatVersion: 2
guid: fa9b0b9ba7a849f597744565a49bd61a
timeCreated: 1744547550

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using Cysharp.Threading.Tasks;
namespace Stary.Evo
{
public class DefaultStateAsync : AbstractFSMIStateAsync
{
public DefaultStateAsync(IFsmSystemAsync system) : base(system)
{
}
public override UniTask OnExitAsync()
{
return UniTask.CompletedTask;
}
public override UniTask OnEnterAsync()
{
return UniTask.CompletedTask;
}
public override UniTask OnEnterAsync<T>(T param)
{
return UniTask.CompletedTask;
}
public override UniTask OnEnterAsync<T1, T2>(T1 param1, T2 param2)
{
return UniTask.CompletedTask;
}
}
}

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fileFormatVersion: 2
guid: 220c409c3499492ca07525d7323eb17f
timeCreated: 1753696060

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using System;
using Cysharp.Threading.Tasks;
using UnityEngine;
namespace Stary.Evo
{
public interface FSMIState
{
IFsmSystem FsmSystem { get; }
string Name { get; }
//进入该状态时调用
void OnEnter();
void OnEnter(object param);
void OnEnter<T>(T param);
void OnEnter<T1, T2>(T1 param1, T2 param2);
//每帧调用
void OnUpdate();
//退出该状态时调用
void OnExit();
}
public abstract class AbstractFSMIState : FSMIState
{
public IFsmSystem FsmSystem { get; }
public string Name { get; }
public AbstractFSMIState(IFsmSystem system)
{
FsmSystem = system;
Name = GetType().Name;
}
public virtual void OnEnter(object param)
{
}
public virtual void OnEnter<T>(T param)
{
}
public virtual void OnEnter<T1, T2>(T1 param1, T2 param2)
{
}
public abstract void OnEnter();
public virtual void OnUpdate()
{
// Timer += Time.deltaTime;
}
public abstract void OnExit();
}
}

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fileFormatVersion: 2
guid: 1dc351fc8dc35ec4ca388c24444a80a8
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System;
using Cysharp.Threading.Tasks;
using UnityEngine;
namespace Stary.Evo
{
public interface FSMIStateAsync
{
IFsmSystemAsync FsmSystem { get; }
string Name { get; }
//进入该状态时调用
UniTask OnEnterAsync();
UniTask OnEnterAsync(object param);
UniTask OnEnterAsync<T>(T param);
UniTask OnEnterAsync<T1, T2>(T1 param1, T2 param2);
//每帧调用
void OnUpdate();
//退出该状态时调用
UniTask OnExitAsync();
}
public abstract class AbstractFSMIStateAsync : FSMIStateAsync
{
public IFsmSystemAsync FsmSystem { get; }
public string Name { get; }
public AbstractFSMIStateAsync(IFsmSystemAsync system)
{
FsmSystem = system;
Name = GetType().Name;
}
public virtual UniTask OnEnterAsync(object param)
{
return UniTask.CompletedTask;
}
public virtual UniTask OnEnterAsync<T>(T param)
{
return UniTask.CompletedTask;
}
public virtual UniTask OnEnterAsync<T1, T2>(T1 param1, T2 param2)
{
return UniTask.CompletedTask;
}
public abstract UniTask OnEnterAsync();
public virtual void OnUpdate()
{
// Timer += Time.deltaTime;
}
public abstract UniTask OnExitAsync();
}
}

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fileFormatVersion: 2
guid: 67ef9a881ef94206a5bc80eab8f8e2df
timeCreated: 1753695833

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

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fileFormatVersion: 2
guid: 572d20e55965479cb8846f9fad4873a2
timeCreated: 1625997700

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using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using UnityEngine;
namespace Stary.Evo
{
public interface IFsmSystemAsync
{
FSMIStateAsync CurState { get; set; }
void AddState(FSMIStateAsync state);
void RemoveState(FSMIStateAsync state);
UniTask SetCurState(string name);
UniTask SetCurState(string name, object param);
UniTask SetCurState<T>(string name, T param);
UniTask SetCurState<T1, T2>(string name, T1 param1, T2 param2);
FSMIStateAsync GetStateWithName(string name);
HashMap<string, FSMIStateAsync> States { get; set; }
}
public class FsmSystemAsync : IFsmSystemAsync
{
public FSMIStateAsync CurState { get; set; }
public HashMap<string, FSMIStateAsync> States { get; set; }
public FsmSystemAsync()
{
States = new HashMap<string, FSMIStateAsync>();
AddState(new DefaultStateAsync(this));
}
public void AddState(FSMIStateAsync 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(FSMIStateAsync 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());
}
}
/// <summary>
/// 普通状态切换,适用于无参
/// </summary>
/// <param name="name"></param>
public async UniTask SetCurState(string name)
{
if (CurState != null)
await CurState.OnExitAsync();
FSMIStateAsync state = GetStateWithName(name);
CurState = state;
CurState.OnEnterAsync();
}
/// <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>
public async UniTask SetCurState(string name, object param)
{
if (CurState != null)
{
await CurState.OnExitAsync();
}
FSMIStateAsync state = GetStateWithName(name);
CurState = state;
await CurState.OnEnterAsync(param);
}
/// <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>
public async UniTask SetCurState<T>(string name, T param)
{
if (CurState != null)
{
await CurState.OnExitAsync();
}
FSMIStateAsync state = GetStateWithName(name);
CurState = state;
await CurState.OnEnterAsync<T>(param);
}
/// <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>
public async UniTask SetCurState<T1, T2>(string name, T1 param1, T2 param2)
{
if (CurState != null)
{
await CurState.OnExitAsync();
}
FSMIStateAsync state = GetStateWithName(name);
CurState = state;
await CurState.OnEnterAsync(param1, param2);
}
public FSMIStateAsync GetStateWithName(string name)
{
if (States.ContainsKey(name))
{
return States[name];
}
return null;
}
}
}

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fileFormatVersion: 2
guid: e04d52ffeda84bf4a096108e88667852
timeCreated: 1753695847