unity 簡易有限狀態(tài)機(jī)實(shí)現(xiàn)
在我們從事unity工作時(shí),有時(shí)候會(huì)面對復(fù)雜的狀態(tài)切換,最簡單的方法就是用if else 或者 switch 進(jìn)行狀態(tài)判斷,如果狀態(tài)少還好,但是當(dāng)狀態(tài)多達(dá)十幾個(gè)甚至幾十個(gè)的時(shí)候,我們的所要寫的代發(fā)就可能出現(xiàn)耦合、冗余甚至難以維護(hù)的情況。這時(shí)候設(shè)計(jì)一款有限狀態(tài)機(jī)FSM就可以幫我們輕松的搞定這些問題。
有限狀態(tài)機(jī),(Finite-state machine, FSM),又稱有限狀態(tài)自動(dòng)機(jī),簡稱狀態(tài)機(jī),是表示有限個(gè)狀態(tài)以及在這些狀態(tài)之間的轉(zhuǎn)移和動(dòng)作等行為的數(shù)學(xué)模型。簡單說就是控制對象的有限狀態(tài)間的轉(zhuǎn)換。
本人參考了 涼鞋 老師的QFramework的簡易狀態(tài)機(jī)
FSM主要實(shí)現(xiàn)功能:
State 的 添加/移除
設(shè)置初始 State
轉(zhuǎn)換相關(guān)State(current State -> next State,StateChaged) 配置/移除
State enter / exit 方法回調(diào)
State 轉(zhuǎn)換執(zhí)行邏輯觸發(fā),事件方法回調(diào),并更新State狀態(tài)
具體代碼如下:
using System;
using System.Collections.Generic;
using UnityEngine;
namespace YFramework
{
/// <summary>
/// 簡易有限狀態(tài)機(jī)
/// </summary>
public class FSMLite
{
/// <summary>
/// 狀態(tài)轉(zhuǎn)換傳入?yún)?shù)
/// </summary>
public delegate void FSMStateChaged(params object[] stateParams);
/// <summary>
/// 狀態(tài)
/// </summary>
public class FSMState
{
private string name;
public readonly Dictionary<string, FSMTranslation> stateTranslations = new Dictionary<string, FSMTranslation>();
public Action stateEnter;
public Action stateExit;
public FSMState(string name, Action stateEnter, Action stateExit)
{
this.name = name;
this.stateEnter = stateEnter;
this.stateExit = stateExit;
}
}
/// <summary>
/// 狀態(tài)轉(zhuǎn)換 保存轉(zhuǎn)換前和轉(zhuǎn)換后的狀態(tài)
/// </summary>
public class FSMTranslation
{
public string name;
public string fromState;
public string toState;
public FSMStateChaged callBack;
public FSMTranslation(string name, string fromState, string toState, FSMStateChaged callBack)
{
this.name = name;
this.fromState = fromState;
this.toState = toState;
this.callBack = callBack;
}
}
private readonly Dictionary<string, FSMState> mStates = new Dictionary<string, FSMState>();
/// <summary>
/// 當(dāng)前狀態(tài)
/// </summary>
public string State { get; private set; }
/// <summary>
/// 添加狀態(tài)
/// </summary>
public void AddState(string stateName, Action star = null, Action end = null)
{
mStates[stateName] = new FSMState(stateName, star, end);
}
/// <summary>
/// 添加注冊狀態(tài)轉(zhuǎn)換
/// </summary>
public void AddTranslation(string translationName, string fromState, string toState, FSMStateChaged callBack)
{
if (mStates.ContainsKey(fromState))
mStates[fromState].stateTranslations[translationName] = new FSMTranslation(translationName, fromState, toState, callBack);
else
Debug.LogError("Please Add FSMState:" + fromState);
}
/// <summary>
/// 刪除狀態(tài)
/// </summary>
public void RemoveState(string stateName)
{
if (mStates.ContainsKey(stateName))
mStates.Remove(stateName);
}
/// <summary>
/// 刪除狀態(tài)轉(zhuǎn)換
/// </summary>
public void RemoveTraslation(string translationName,string stateName)
{
if (mStates.ContainsKey(stateName) && mStates[stateName].stateTranslations.ContainsKey(translationName))
{
mStates[stateName].stateTranslations.Remove(translationName);
}
}
/// <summary>
/// 設(shè)置初始狀態(tài)
/// </summary>
public void Star(string stateName)
{
if (mStates.ContainsKey(stateName))
State = stateName;
else
{
State = null;
Debug.LogError(string.Format("FMSStates don't contains the star state '{0}'", stateName));
}
}
/// <summary>
/// 執(zhí)行狀態(tài)轉(zhuǎn)換
/// </summary>
public void StateChage(string translationName, params object[] mParams)
{
if (!string.IsNullOrEmpty(State) && mStates.ContainsKey(State) && mStates[State].stateTranslations.ContainsKey(translationName))
{
FSMTranslation translation = mStates[State].stateTranslations[translationName];
translation.callBack(mParams);
State = translation.toState;
if (mStates[translation.fromState].stateExit != null)
mStates[translation.fromState].stateExit();
if (mStates[translation.toState].stateEnter != null)
mStates[translation.toState].stateEnter();
}
else if (string.IsNullOrEmpty(State))
Debug.LogError(string.Format("the Star State is null or you don't set the Star State", State));
else if (!mStates.ContainsKey(State))
Debug.LogError(string.Format("the state '{0}' have not added", State));
else if (!mStates[State].stateTranslations.ContainsKey(translationName))
Debug.LogError(string.Format("the current state doesn't have the event '{0}' action", translationName));
}
/// <summary>
/// 清空狀態(tài)
/// </summary>
public void StateClear()
{
mStates.Clear();
}
}
}
測試代碼如下:
public void FSMTest()
{
//創(chuàng)建FSM
FSMLite lite = new FSMLite();
string StateJump = "jump";
string StateRun = "run";
string StateDoubleJump = "doubleJump";
string EventLand = "land";
string EventTouchDown = "touchDown";
string EventJump = "eventJump";
FSMLite.FSMStateChaged playerRun = (mParams) =>
{
Debug.Log("PlayerRun ~");
};
FSMLite.FSMStateChaged playerFristJump = (mParams) =>
{
Debug.Log("Player Frist Jump ~");
};
FSMLite.FSMStateChaged playerDoubleJump = (mParams) =>
{
Debug.Log("Player Double Jump ~");
};
//添加State
lite.AddState(StateRun,()=> Debug.Log("Run Star"),()=> Debug.Log("Run End"));
lite.AddState(StateJump, () => Debug.Log("Jump Star"), () => Debug.Log("Jump End"));
lite.AddState(StateDoubleJump, () => Debug.Log("Double Jump Star"), () => Debug.Log("Double Jump End"));
//配置State轉(zhuǎn)換
lite.AddTranslation(EventLand, StateJump, StateRun, playerRun);
lite.AddTranslation(EventLand, StateDoubleJump, StateRun, playerRun);
lite.AddTranslation(EventTouchDown, StateRun, StateJump, playerFristJump);
lite.AddTranslation(EventJump, StateJump, StateDoubleJump, playerDoubleJump);
//設(shè)置初始State
lite.Star(StateRun);
//執(zhí)行轉(zhuǎn)換
lite.StateChage(EventTouchDown, null);
}
代碼稍微有點(diǎn)多,功能的實(shí)現(xiàn)也比較簡單,希望有不足的地方大家可以留言,我會(huì)盡快改進(jìn)~
希望能對大家的學(xué)習(xí)生活有所幫助~