using System.Collections.Generic; using UnityEngine; namespace Stary.Evo { public interface IFsmSystem { FSMIState CurState { get; set; } void AddState(FSMIState state); void RemoveState(FSMIState state); void SetCurState(string name); FSMIState GetStateWithName(string name); HashMap States { get; set; } } public class FsmSystem : IFsmSystem { public FSMIState CurState { get; set; } public HashMap States { get; set; } public FsmSystem() { States = new HashMap(); } 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()); } } public void SetCurState(string name) { if (CurState != null) CurState.OnExit(); FSMIState state = GetStateWithName(name); CurState = state; CurState.OnEnter(); } public FSMIState GetStateWithName(string name) { if (States.ContainsKey(name)) { return States[name]; } return null; } } }