YooAsset/Assets/Samples~/BasicSample/Script/Runtime/Manager/FsmManager/FsmManager.cs

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2022-07-18 14:56:12 +08:00
using System;
using System.Collections;
using System.Collections.Generic;
/// <summary>
/// 有限状态机
/// </summary>
public static class FsmManager
{
private static readonly List<IFsmNode> _nodes = new List<IFsmNode>();
private static IFsmNode _curNode;
private static IFsmNode _preNode;
/// <summary>
/// 当前运行的节点名称
/// </summary>
public static string CurrentNodeName
{
get { return _curNode != null ? _curNode.Name : string.Empty; }
}
/// <summary>
/// 之前运行的节点名称
/// </summary>
public static string PreviousNodeName
{
get { return _preNode != null ? _preNode.Name : string.Empty; }
}
/// <summary>
/// 启动状态机
/// </summary>
/// <param name="entryNode">入口节点</param>
public static void Run(string entryNode)
{
_curNode = GetNode(entryNode);
_preNode = GetNode(entryNode);
if (_curNode != null)
_curNode.OnEnter();
else
UnityEngine.Debug.LogError($"Not found entry node : {entryNode}");
}
/// <summary>
/// 更新状态机
/// </summary>
public static void Update()
{
if (_curNode != null)
_curNode.OnUpdate();
}
/// <summary>
/// 加入一个节点
/// </summary>
public static void AddNode(IFsmNode node)
{
if (node == null)
throw new ArgumentNullException();
if (_nodes.Contains(node) == false)
{
_nodes.Add(node);
}
else
{
UnityEngine.Debug.LogWarning($"Node {node.Name} already existed");
}
}
/// <summary>
/// 转换节点
/// </summary>
public static void Transition(string nodeName)
{
if (string.IsNullOrEmpty(nodeName))
throw new ArgumentNullException();
IFsmNode node = GetNode(nodeName);
if (node == null)
{
UnityEngine.Debug.LogError($"Can not found node {nodeName}");
return;
}
UnityEngine.Debug.Log($"FSM change {_curNode.Name} to {node.Name}");
_preNode = _curNode;
_curNode.OnExit();
_curNode = node;
_curNode.OnEnter();
}
/// <summary>
/// 返回到之前的节点
/// </summary>
public static void RevertToPreviousNode()
{
Transition(PreviousNodeName);
}
private static bool IsContains(string nodeName)
{
for (int i = 0; i < _nodes.Count; i++)
{
if (_nodes[i].Name == nodeName)
return true;
}
return false;
}
private static IFsmNode GetNode(string nodeName)
{
for (int i = 0; i < _nodes.Count; i++)
{
if (_nodes[i].Name == nodeName)
return _nodes[i];
}
return null;
}
}