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137
Assets/00.StaryEvo/Runtime/Tool/FSM/FSMISystemAsync.cs
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137
Assets/00.StaryEvo/Runtime/Tool/FSM/FSMISystemAsync.cs
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using System.Collections.Generic;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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namespace Stary.Evo
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{
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public interface IFsmSystemAsync
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{
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FSMIStateAsync CurState { get; set; }
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void AddState(FSMIStateAsync state);
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void RemoveState(FSMIStateAsync state);
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UniTask SetCurState(string name);
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UniTask SetCurState(string name, object param);
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UniTask SetCurState<T>(string name, T param);
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UniTask SetCurState<T1, T2>(string name, T1 param1, T2 param2);
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FSMIStateAsync GetStateWithName(string name);
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HashMap<string, FSMIStateAsync> States { get; set; }
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}
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public class FsmSystemAsync : IFsmSystemAsync
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{
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public FSMIStateAsync CurState { get; set; }
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public HashMap<string, FSMIStateAsync> States { get; set; }
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public FsmSystemAsync()
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{
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States = new HashMap<string, FSMIStateAsync>();
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AddState(new DefaultStateAsync(this));
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}
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public void AddState(FSMIStateAsync state)
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{
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Debug.Log(state.Name);
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if (!States.ContainsKey(state.Name))
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{
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States.Add(state.Name, state);
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}
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else
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{
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Debug.LogErrorFormat("States状态机容器里已存在名字为--【{0}】--的状态", state.Name.ToString());
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}
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}
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public void RemoveState(FSMIStateAsync state)
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{
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if (States.ContainsKey(state.Name))
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{
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States.Remove(state.Name);
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}
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else
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{
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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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}
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}
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/// <summary>
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/// 普通状态切换,适用于无参
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/// </summary>
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/// <param name="name"></param>
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public async UniTask SetCurState(string name)
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{
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if (CurState != null)
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await CurState.OnExitAsync();
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FSMIStateAsync state = GetStateWithName(name);
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CurState = state;
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CurState.OnEnterAsync();
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}
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/// <summary>
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/// 异步状态切换,适用于有参
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/// </summary>
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/// <param name="name"></param>
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/// <param name="param"></param>
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/// <typeparam name="T"></typeparam>
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public async UniTask SetCurState(string name, object param)
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{
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if (CurState != null)
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{
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await CurState.OnExitAsync();
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}
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FSMIStateAsync state = GetStateWithName(name);
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CurState = state;
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await CurState.OnEnterAsync(param);
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}
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/// <summary>
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/// 异步状态切换,适用于有参
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/// </summary>
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/// <param name="name"></param>
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/// <param name="param"></param>
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/// <typeparam name="T"></typeparam>
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public async UniTask SetCurState<T>(string name, T param)
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{
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if (CurState != null)
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{
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await CurState.OnExitAsync();
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}
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FSMIStateAsync state = GetStateWithName(name);
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CurState = state;
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await CurState.OnEnterAsync<T>(param);
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}
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/// <summary>
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/// 异步状态切换,适用于有参
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/// </summary>
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/// <param name="name"></param>
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/// <param name="param1"></param>
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/// <param name="param2"></param>
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/// <typeparam name="T1"></typeparam>
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/// <typeparam name="T2"></typeparam>
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public async UniTask SetCurState<T1, T2>(string name, T1 param1, T2 param2)
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{
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if (CurState != null)
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{
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await CurState.OnExitAsync();
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}
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FSMIStateAsync state = GetStateWithName(name);
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CurState = state;
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await CurState.OnEnterAsync(param1, param2);
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}
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public FSMIStateAsync GetStateWithName(string name)
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{
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if (States.ContainsKey(name))
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{
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return States[name];
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}
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return null;
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}
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}
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}
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