- using System;
- using Godot;
- using System.Collections.Generic;
-
- /// <summary>
- /// 对象状态机控制器
- /// </summary>
- public class StateController<T, S> : Component where T : ActivityObject where S : Enum
- {
- /// <summary>
- /// 当前活跃的状态
- /// </summary>
- public IState<T, S> CurrState => _currState;
- private IState<T, S> _currState;
-
- /// <summary>
- /// 负责存放状态实例对象
- /// </summary>
- private readonly Dictionary<S, IState<T, S>> _states = new Dictionary<S, IState<T, S>>();
-
- /// <summary>
- /// 记录下当前帧是否有改变的状态
- /// </summary>
- private bool _isChangeState;
-
- public override void PhysicsProcess(float delta)
- {
- _isChangeState = false;
- if (CurrState != null)
- {
- CurrState.PhysicsProcess(delta);
- //判断当前帧是否有改变的状态, 如果有, 则重新调用 PhysicsProcess() 方法
- if (_isChangeState)
- {
- PhysicsProcess(delta);
- }
- }
- }
-
- /// <summary>
- /// 往状态机力注册一个新的状态
- /// </summary>
- public void Register(IState<T, S> state)
- {
- if (GetStateInstance(state.StateType) != null)
- {
- GD.PrintErr("当前状态已经在状态机中注册:", state);
- return;
- }
- state.Master = ActivityObject as T;
- state.StateController = this;
- _states.Add(state.StateType, state);
- }
-
- /// <summary>
- /// 立即切换到下一个指定状态, 并且这一帧会被调用 PhysicsProcess
- /// </summary>
- public void ChangeState(S next, params object[] arg)
- {
- _changeState(false, next, arg);
- }
-
- /// <summary>
- /// 切换到下一个指定状态, 下一帧才会调用 PhysicsProcess
- /// </summary>
- public void ChangeStateLate(S next, params object[] arg)
- {
- _changeState(true, next, arg);
- }
-
- /// <summary>
- /// 根据状态类型获取相应的状态对象
- /// </summary>
- private IState<T, S> GetStateInstance(S stateType)
- {
- _states.TryGetValue(stateType, out var v);
- return v;
- }
-
- /// <summary>
- /// 切换状态
- /// </summary>
- private void _changeState(bool late, S next, params object[] arg)
- {
- if (_currState != null && _currState.StateType.Equals(next))
- {
- return;
- }
- var newState = GetStateInstance(next);
- if (newState == null)
- {
- GD.PrintErr("当前状态机未找到相应状态:" + next);
- return;
- }
- if (_currState == null)
- {
- _currState = newState;
- newState.Enter(default, arg);
- }
- else if (_currState.CanChangeState(next))
- {
- _isChangeState = !late;
- var prev = _currState.StateType;
- _currState.Exit(next);
- GD.Print("nextState => " + next);
- _currState = newState;
- _currState.Enter(prev, arg);
- }
- }
- }