unity 状态机 + svn + 码云 上篇

时间:2023-03-09 08:50:08
unity 状态机 + svn + 码云  上篇

最近刚找到在实习,忙于公司一个c++ 项目 ,一直想写博客来着,没时间写今天熬夜打算先献上自己前几天自己封装的一个fsm状态机

话不多说,直接上正题,这篇博客主要是在学校的时候状态机一直使用的是player maker插件或者是自己使用if else (switch  case)来实现自己的状态机

所谓的状态机不过是一种数据结构,可以遵循一定的顺序的状态循环而已 (PS:自己能力有限,有不对的地方欢迎大家指出)

public delegate void FsmEvent();

public class MyState<T>
{
private T myState;
public string name;
public MyState(string name,T state)
{
this.name = name;
myState = state;
} public Dictionary<T, MyFSMTranslation<T>> TranslationDict = new Dictionary<T, MyFSMTranslation<T>>(); public event FsmEvent DoBeforeEntering; public void DoBeforeEntery()
{
if (DoBeforeEntering != null)
{
DoBeforeEntering();
}
else
{
Debug.Log("没有添加事件");
} } public event FsmEvent DoBeforeLeaving; public void DoBeforeLeave()
{
if (DoBeforeLeaving != null)
{
DoBeforeLeaving();
}
else
{
Debug.Log("没有绑定事件");
} } public event FsmEvent Act; public void DoAct()
{
if (Act != null)
{
Act();
}
else
{
Debug.Log("没有绑定事件");
}
}
}

解释一下自己的代码,FsmEvent是自定义的fsm的事件,MyState<T> 是泛型的状态类,包含了状态和三个事件,分别为第一次进入,一直执行,退出

 public class MyFSMTranslation<T>
{
public MyState<T> fromState;
/// <summary>
/// 转换状态的名字
/// </summary>
public string name;
public MyState<T> toState; /// <summary>
/// 状态跳转
/// </summary>
/// <param name="fromState"> 当前状态</param>
/// <param name="name"> 状态跳转的名字</param>
/// <param name="toState"> 下一个要进入的状态</param>
public MyFSMTranslation(MyState<T> fromState, MyState<T> toState, string name = null)
{
fromState = fromState;
toState = toState;
name = name;
}
}

这是一个状态跳转类注释很详细就不解释了

重点到了

 public class FSMS<T>
{ private T myFsmType;
public T FsmType
{
get
{
return myFsmType;
} } public string StateName
{
get
{
return StateDict[myFsmType].name;
}
} // 状态存贮
Dictionary<T, MyState<T>> StateDict = new Dictionary<T, MyState<T>>(); /// <summary>
/// 添加状态
/// </summary>
/// <param name="state">State.</param>
public void AddState(T stateType,string name,MyState<T> State)
{
StateDict[stateType] = State;
} /// <summary>
/// 添加跳转
/// </summary>
public void AddTranslation(T fromState, MyState<T> toState,string name)
{
StateDict[fromState].TranslationDict[fromState] = new MyFSMTranslation<T>(StateDict[fromState], toState,name);
} public void AddTranslation(T fromState, MyState<T> toState)
{
StateDict[fromState].TranslationDict[fromState] = new MyFSMTranslation<T>(StateDict[fromState], toState);
} public bool Translate(T nextType)
{
MyState<T> nextstate;
if (StateDict.ContainsKey(nextType))
{
nextstate = StateDict[nextType];
}
else
{
return false;
}
if (StateDict[myFsmType].TranslationDict.ContainsKey(nextType))
{ //当期状态转换之后执行的函数
//当期状态转换
//下一个状态需要执行的函数
//改变类里面的状态
StateDict[myFsmType].DoBeforeLeave();
myFsmType = nextType;
nextstate.DoBeforeEntery(); }
else
{
return false;
} return true;
} /// <summary>
/// 执行当前状态的方法
/// </summary>
public void Carry()
{
MyState<T> nextstate = StateDict[myFsmType];
nextstate.DoAct();
} /// <summary>
/// 启动状态机
/// </summary>
public void Start(T fsmtype)
{
myFsmType = fsmtype;
} /// <summary>
/// 清空状态机
/// </summary>
public void Clear()
{
StateDict.Clear();
} }

上面都有注释,就不在解释了,大家感觉有不对的地方欢迎指出