修改类名
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@@ -6,7 +6,7 @@ namespace Stary.Evo.FiniteStateMachine
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{
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{
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public interface IFSMIState
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public interface IFSMIState
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{
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{
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IFSMManager FsmManager { get; }
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IFsmSystem IfsmSystem { get; }
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string Name { get; }
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string Name { get; }
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public void OnEnter();
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public void OnEnter();
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public void OnExit();
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public void OnExit();
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@@ -18,7 +18,7 @@ namespace Stary.Evo.FiniteStateMachine
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public abstract class AbstractState : IFSMIState
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public abstract class AbstractState : IFSMIState
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{
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{
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public IFSMManager FsmManager { get; }
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public IFsmSystem IfsmSystem { get; }
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public string Name { get; }
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public string Name { get; }
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public abstract void OnEnter();
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public abstract void OnEnter();
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public abstract void OnExit();
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public abstract void OnExit();
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@@ -14,12 +14,12 @@ namespace Stary.Evo.FiniteStateMachine
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}
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}
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public abstract class AbstractFSMController : MonoBehaviour,IFSMController
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public abstract class AbstractFSMController : MonoBehaviour,IFSMController
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{
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{
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private IFSMManager manager;
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private IFsmSystem manager;
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public void Start()
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public void Start()
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{
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{
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manager = new FSMManager();
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manager = new FsmSystem();
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Initialize();
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Initialize();
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}
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}
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@@ -3,7 +3,7 @@ using UnityEngine;
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namespace Stary.Evo.FiniteStateMachine
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namespace Stary.Evo.FiniteStateMachine
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{
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{
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public interface IFSMManager
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public interface IFsmSystem
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{
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{
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IFSMIState CurState { get; set; }
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IFSMIState CurState { get; set; }
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void AddState(IFSMIState state);
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void AddState(IFSMIState state);
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@@ -13,20 +13,15 @@ namespace Stary.Evo.FiniteStateMachine
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Dictionary<string, IFSMIState> States { get; set; }
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Dictionary<string, IFSMIState> States { get; set; }
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}
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}
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public class FSMManager : IFSMManager
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public class FsmSystem : IFsmSystem
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{
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{
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public IFSMIState CurState { get; set; }
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public IFSMIState CurState { get; set; }
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public Dictionary<string, IFSMIState> States { get; set; }
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public Dictionary<string, IFSMIState> States { get; set; } = new();
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public FSMManager()
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{
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States = new Dictionary<string, IFSMIState>();
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}
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public void AddState(IFSMIState state)
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public void AddState(IFSMIState state)
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{
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{
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Debug.Log(state.Name);
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Debug.Log(state.Name);
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if (!States.ContainsKey(state.Name))
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if (!States.ContainsKey(state.Name))
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{
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{
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States.Add(state.Name, state);
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States.Add(state.Name, state);
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}
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}
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