StateMachine.cs 7.2 KB

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  1. using UnityEngine;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using System.Reflection;
  5. /// <summary>
  6. /// 状态接口
  7. /// </summary>
  8. public interface IState
  9. {
  10. /// <summary>
  11. /// 状态进入状态栈
  12. /// </summary>
  13. void OnStateEnter();
  14. /// <summary>
  15. /// 状态退出状态栈
  16. /// </summary>
  17. void OnStateLeave();
  18. /// <summary>
  19. /// 状态由栈顶变成非栈顶
  20. /// </summary>
  21. void OnStateOverride();
  22. /// <summary>
  23. /// 状态由非栈顶变成栈顶
  24. /// </summary>
  25. void OnStateResume();
  26. string name { get; }
  27. }
  28. public abstract class BaseState : IState
  29. {
  30. public virtual void OnStateEnter() { }
  31. public virtual void OnStateLeave() { }
  32. public virtual void OnStateOverride() { }
  33. public virtual void OnStateResume() { }
  34. public virtual string name { get { return GetType().Name; } }
  35. }
  36. /// <summary>
  37. /// 状态机
  38. /// </summary>
  39. public class StateMachine
  40. {
  41. // 状态名-已注册的状态
  42. private Dictionary<string, IState> _registedState = new Dictionary<string, IState>();
  43. // 状态堆栈
  44. private Stack<IState> _stateStack = new Stack<IState>();
  45. public IState tarState { get; private set; }
  46. public void RegisterState(string name, IState state)
  47. {
  48. if (name == null || state == null)
  49. {
  50. return;
  51. }
  52. if (_registedState.ContainsKey(name))
  53. {
  54. return;
  55. }
  56. _registedState.Add(name, state);
  57. }
  58. public ClassEnumerator RegisterStateByAttributes<TAttributeType>(Assembly InAssembly, params object[] args)
  59. where TAttributeType : AutoRegisterAttribute
  60. {
  61. var Classes = new ClassEnumerator(
  62. typeof(TAttributeType),
  63. typeof(IState),
  64. InAssembly);
  65. var Iter = Classes.results.GetEnumerator();
  66. while( Iter.MoveNext() )
  67. {
  68. var StateType = Iter.Current;
  69. IState StateObj = (IState)System.Activator.CreateInstance(StateType, args);
  70. RegisterState(StateObj, StateObj.name);
  71. }
  72. return Classes;
  73. }
  74. public ClassEnumerator RegisterStateByAttributes<TAttributeType>(Assembly InAssembly)
  75. where TAttributeType : AutoRegisterAttribute
  76. {
  77. var Classes = new ClassEnumerator(
  78. typeof(TAttributeType),
  79. typeof(IState),
  80. InAssembly);
  81. var Iter = Classes.results.GetEnumerator();
  82. while (Iter.MoveNext())
  83. {
  84. var StateType = Iter.Current;
  85. IState StateObj = (IState)System.Activator.CreateInstance(StateType);
  86. RegisterState(StateObj, StateObj.name);
  87. }
  88. return Classes;
  89. }
  90. public void RegisterState<TStateImplType>(TStateImplType State, string name)
  91. where TStateImplType : IState
  92. {
  93. RegisterState(name, State);
  94. }
  95. /// <summary>
  96. /// 注销状态
  97. /// </summary>
  98. /// <param name="name">状态名</param>
  99. /// <returns>被注销的状态</returns>
  100. public IState UnregisterState(string name)
  101. {
  102. if (name == null)
  103. {
  104. return default(IState);
  105. }
  106. IState state;
  107. if (!_registedState.TryGetValue(name, out state))
  108. {
  109. return default(IState);
  110. }
  111. _registedState.Remove(name);
  112. return state;
  113. }
  114. /// <summary>
  115. /// 获取状态
  116. /// </summary>
  117. /// <param name="name">状态名</param>
  118. /// <returns>状态</returns>
  119. public IState GetState(string name)
  120. {
  121. if (null == name)
  122. {
  123. return default(IState);
  124. }
  125. IState state;
  126. return _registedState.TryGetValue(name, out state) ? state : default(IState);
  127. }
  128. public string GetStateName(IState state)
  129. {
  130. if (null == state)
  131. {
  132. return null;
  133. }
  134. var etr = _registedState.GetEnumerator();
  135. KeyValuePair<string, IState> pair;
  136. while (etr.MoveNext())
  137. {
  138. pair = etr.Current;
  139. if (pair.Value == state)
  140. {
  141. return pair.Key;
  142. }
  143. }
  144. return null;
  145. }
  146. /// <summary>
  147. /// 压入状态
  148. /// </summary>
  149. /// <param name="state">状态</param>
  150. public void Push(IState state)
  151. {
  152. if (state == null)
  153. {
  154. return;
  155. }
  156. if (_stateStack.Count > 0)
  157. {
  158. _stateStack.Peek().OnStateOverride();
  159. }
  160. _stateStack.Push(state);
  161. state.OnStateEnter();
  162. }
  163. /// <summary>
  164. /// 压入状态
  165. /// </summary>
  166. /// <param name="name">状态名</param>
  167. public void Push(string name)
  168. {
  169. if (name == null)
  170. {
  171. return;
  172. }
  173. IState state;
  174. if (!_registedState.TryGetValue(name, out state))
  175. {
  176. return;
  177. }
  178. Push(state);
  179. }
  180. /// <summary>
  181. /// 弹出状态
  182. /// </summary>
  183. /// <returns>被弹出的状态</returns>
  184. public IState PopState()
  185. {
  186. if (_stateStack.Count <= 0)
  187. {
  188. return default(IState);
  189. }
  190. IState state = _stateStack.Pop();
  191. state.OnStateLeave();
  192. if (_stateStack.Count > 0)
  193. {
  194. _stateStack.Peek().OnStateResume();
  195. }
  196. return state;
  197. }
  198. /// <summary>
  199. /// 修改栈顶状态
  200. /// </summary>
  201. /// <param name="state">新栈顶状态</param>
  202. /// <returns>原栈顶状态</returns>
  203. public IState ChangeState(IState state)
  204. {
  205. if (state == null)
  206. {
  207. return default(IState);
  208. }
  209. tarState = state;
  210. IState oldState = default(IState);
  211. if (_stateStack.Count > 0)
  212. {
  213. oldState = _stateStack.Pop();
  214. oldState.OnStateLeave();
  215. }
  216. _stateStack.Push(state);
  217. state.OnStateEnter();
  218. return oldState;
  219. }
  220. /// <summary>
  221. /// 修改栈顶状态
  222. /// </summary>
  223. /// <param name="name">新栈顶状态名</param>
  224. /// <returns>原栈顶状态</returns>
  225. public IState ChangeState(string name)
  226. {
  227. if (name == null)
  228. {
  229. DebugHelper.LogWarning("没有状态机类型,使用默认类型:");
  230. return default(IState);
  231. }
  232. IState state;
  233. if (!_registedState.TryGetValue(name, out state))
  234. {
  235. DebugHelper.LogError("找不到状态机类:" + name);
  236. return default(IState);
  237. }
  238. return ChangeState(state);
  239. }
  240. /// <summary>
  241. /// 获取栈顶状态
  242. /// </summary>
  243. /// <returns>栈顶状态</returns>
  244. public IState TopState()
  245. {
  246. if (_stateStack.Count <= 0)
  247. {
  248. return default(IState);
  249. }
  250. return _stateStack.Peek();
  251. }
  252. public string TopStateName()
  253. {
  254. if (_stateStack.Count <= 0)
  255. {
  256. return null;
  257. }
  258. IState state = _stateStack.Peek();
  259. return GetStateName(state);
  260. }
  261. /// <summary>
  262. /// 清空堆栈
  263. /// </summary>
  264. public void Clear()
  265. {
  266. while (_stateStack.Count > 0)
  267. {
  268. _stateStack.Pop().OnStateLeave();
  269. }
  270. }
  271. public int Count { get { return _stateStack.Count; } }
  272. }