ClassStateMachine.cs 3.8 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. public class ClassStateMachine
  5. {
  6. public ClassStateMachine(Type type)
  7. {
  8. this.states = new Dictionary<string, ClassStateMachine.State>(5);
  9. this.AddState(this.emptyState);
  10. this._currentState = this.emptyState;
  11. this.AddStates(type);
  12. }
  13. public string currentState
  14. {
  15. get
  16. {
  17. return this._currentState;
  18. }
  19. set
  20. {
  21. this.SetState(value);
  22. }
  23. }
  24. public ClassStateMachine.State GetState(string name)
  25. {
  26. return this.states[name];
  27. }
  28. public ClassStateMachine.State GetState(Enum name)
  29. {
  30. return this.GetState(name.ToString());
  31. }
  32. public void SetState(Enum nextState)
  33. {
  34. this.SetState(nextState.ToString());
  35. }
  36. public void SetState(string nextState)
  37. {
  38. this.Info(string.Format("当前状态为{0},准备转换状态为{1}", this._currentState, nextState));
  39. this._SetState(nextState);
  40. }
  41. private void _SetState(string nextState)
  42. {
  43. if (this._currentState.Equals(this.emptyState))
  44. {
  45. this.StateEventHandler(this.states[nextState].OnEnter, this.states[nextState]);
  46. this.StateEventHandler(this.OnEnter, this.states[nextState]);
  47. this._currentState = nextState;
  48. return;
  49. }
  50. this.StateEventHandler(this.states[this._currentState].OnExit, this.states[this._currentState]);
  51. this.StateEventHandler(this.OnExit, this.states[this._currentState]);
  52. ClassStateMachine.TransferEventArgs transferEventArgs = new ClassStateMachine.TransferEventArgs();
  53. transferEventArgs.lastState = this._currentState;
  54. transferEventArgs.nextState = nextState;
  55. EventHandler<ClassStateMachine.TransferEventArgs> onTransfer = this.OnTransfer;
  56. if (onTransfer != null)
  57. {
  58. onTransfer(this, transferEventArgs);
  59. }
  60. this.StateEventHandler(this.states[nextState].OnEnter, this.states[nextState]);
  61. this.StateEventHandler(this.OnEnter, this.states[nextState]);
  62. this._currentState = nextState;
  63. this.changedState = true;
  64. }
  65. private void StateEventHandler(EventHandler<ClassStateMachine.StateEventArgs> _handler, ClassStateMachine.State state)
  66. {
  67. if (_handler != null)
  68. {
  69. _handler(this, new ClassStateMachine.StateEventArgs
  70. {
  71. state = state.name
  72. });
  73. }
  74. }
  75. private ClassStateMachine.State AddState(string name)
  76. {
  77. if (this.states.ContainsKey(name))
  78. {
  79. Log.Error("在状态机中添加了同名方法" + name);
  80. }
  81. ClassStateMachine.State state = new ClassStateMachine.State();
  82. state.name = name;
  83. this.states[name] = state;
  84. return state;
  85. }
  86. private ClassStateMachine.State AddState(Enum state)
  87. {
  88. return this.AddState(state.ToString());
  89. }
  90. private void AddStates(string[] names)
  91. {
  92. foreach (string name in names)
  93. {
  94. this.AddState(name);
  95. }
  96. }
  97. private void AddStates(Type type)
  98. {
  99. this.AddStates(Enum.GetNames(type));
  100. }
  101. private void Info(object obj)
  102. {
  103. if (this._logLevel <= Log.LogLevel.Info)
  104. {
  105. Log.Info(obj);
  106. }
  107. }
  108. private readonly string emptyState = "__Empty__";
  109. [SerializeField]
  110. private string _currentState;
  111. private bool changedState;
  112. private Enum nextState;
  113. public EventHandler<ClassStateMachine.StateEventArgs> OnEnter;
  114. public EventHandler<ClassStateMachine.StateEventArgs> OnExit;
  115. public EventHandler<ClassStateMachine.TransferEventArgs> OnTransfer;
  116. public Dictionary<string, ClassStateMachine.State> states;
  117. private Log.LogLevel _logLevel = Log.LogLevel.Warning;
  118. public class State
  119. {
  120. public string name;
  121. public EventHandler<ClassStateMachine.StateEventArgs> OnEnter;
  122. public EventHandler<ClassStateMachine.StateEventArgs> OnExit;
  123. }
  124. public class TransferEventArgs : EventArgs
  125. {
  126. public string lastState;
  127. public string nextState;
  128. }
  129. public class StateEventArgs : EventArgs
  130. {
  131. public string state;
  132. }
  133. }