2025-04-21 21:14:23 +08:00

104 lines
3.4 KiB
C#

using System;
namespace TEngine
{
/// <summary>
/// 有限状态机状态基类。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
public abstract class FsmState<T> where T : class
{
/// <summary>
/// 初始化有限状态机状态基类的新实例。
/// </summary>
public FsmState()
{
}
/// <summary>
/// 有限状态机状态初始化时调用。
/// </summary>
/// <param name="fsm">有限状态机引用。</param>
protected internal virtual void OnInit(IFsm<T> fsm)
{
}
/// <summary>
/// 有限状态机状态进入时调用。
/// </summary>
/// <param name="fsm">有限状态机引用。</param>
protected internal virtual void OnEnter(IFsm<T> fsm)
{
}
/// <summary>
/// 有限状态机状态轮询时调用。
/// </summary>
/// <param name="fsm">有限状态机引用。</param>
/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
/// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
protected internal virtual void OnUpdate(IFsm<T> fsm, float elapseSeconds, float realElapseSeconds)
{
}
/// <summary>
/// 有限状态机状态离开时调用。
/// </summary>
/// <param name="fsm">有限状态机引用。</param>
/// <param name="isShutdown">是否是关闭有限状态机时触发。</param>
protected internal virtual void OnLeave(IFsm<T> fsm, bool isShutdown)
{
}
/// <summary>
/// 有限状态机状态销毁时调用。
/// </summary>
/// <param name="fsm">有限状态机引用。</param>
protected internal virtual void OnDestroy(IFsm<T> fsm)
{
}
/// <summary>
/// 切换当前有限状态机状态。
/// </summary>
/// <typeparam name="TState">要切换到的有限状态机状态类型。</typeparam>
/// <param name="fsm">有限状态机引用。</param>
protected void ChangeState<TState>(IFsm<T> fsm) where TState : FsmState<T>
{
Fsm<T> fsmImplement = (Fsm<T>)fsm;
if (fsmImplement == null)
{
throw new GameFrameworkException("FSM is invalid.");
}
fsmImplement.ChangeState<TState>();
}
/// <summary>
/// 切换当前有限状态机状态。
/// </summary>
/// <param name="fsm">有限状态机引用。</param>
/// <param name="stateType">要切换到的有限状态机状态类型。</param>
protected void ChangeState(IFsm<T> fsm, Type stateType)
{
Fsm<T> fsmImplement = (Fsm<T>)fsm;
if (fsmImplement == null)
{
throw new GameFrameworkException("FSM is invalid.");
}
if (stateType == null)
{
throw new GameFrameworkException("State type is invalid.");
}
if (!typeof(FsmState<T>).IsAssignableFrom(stateType))
{
throw new GameFrameworkException(Utility.Text.Format("State type '{0}' is invalid.", stateType.FullName));
}
fsmImplement.ChangeState(stateType);
}
}
}