2025-04-22 17:16:40 +08:00

396 lines
13 KiB
C#

using System;
using System.Collections.Generic;
namespace TEngine
{
/// <summary>
/// 有限状态机管理器。
/// </summary>
internal sealed class FsmModule : Module, IFsmModule, IUpdateModule
{
private readonly Dictionary<TypeNamePair, FsmBase> _fsmMap;
private readonly List<FsmBase> _tempFsmList;
/// <summary>
/// 初始化有限状态机管理器的新实例。
/// </summary>
public FsmModule()
{
_fsmMap = new Dictionary<TypeNamePair, FsmBase>();
_tempFsmList = new List<FsmBase>();
}
/// <summary>
/// 获取游戏框架模块优先级。
/// </summary>
/// <remarks>优先级较高的模块会优先轮询,并且关闭操作会后进行。</remarks>
public override int Priority => 1;
/// <summary>
/// 获取有限状态机数量。
/// </summary>
public int Count => _fsmMap.Count;
/// <summary>
/// 有限状态机管理器轮询。
/// </summary>
/// <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>
public void Update(float elapseSeconds, float realElapseSeconds)
{
_tempFsmList.Clear();
if (_fsmMap.Count <= 0)
{
return;
}
foreach (KeyValuePair<TypeNamePair, FsmBase> fsm in _fsmMap)
{
_tempFsmList.Add(fsm.Value);
}
foreach (FsmBase fsm in _tempFsmList)
{
if (fsm.IsDestroyed)
{
continue;
}
fsm.Update(elapseSeconds, realElapseSeconds);
}
}
public override void OnInit()
{
}
/// <summary>
/// 关闭并清理有限状态机管理器。
/// </summary>
public override void Shutdown()
{
foreach (KeyValuePair<TypeNamePair, FsmBase> fsm in _fsmMap)
{
fsm.Value.Shutdown();
}
_fsmMap.Clear();
_tempFsmList.Clear();
}
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <returns>是否存在有限状态机。</returns>
public bool HasFsm<T>() where T : class
{
return InternalHasFsm(new TypeNamePair(typeof(T)));
}
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <returns>是否存在有限状态机。</returns>
public bool HasFsm(Type ownerType)
{
if (ownerType == null)
{
throw new GameFrameworkException("Owner type is invalid.");
}
return InternalHasFsm(new TypeNamePair(ownerType));
}
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <returns>是否存在有限状态机。</returns>
public bool HasFsm<T>(string name) where T : class
{
return InternalHasFsm(new TypeNamePair(typeof(T), name));
}
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <param name="name">有限状态机名称。</param>
/// <returns>是否存在有限状态机。</returns>
public bool HasFsm(Type ownerType, string name)
{
if (ownerType == null)
{
throw new GameFrameworkException("Owner type is invalid.");
}
return InternalHasFsm(new TypeNamePair(ownerType, name));
}
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <returns>要获取的有限状态机。</returns>
public IFsm<T> GetFsm<T>() where T : class
{
return (IFsm<T>)InternalGetFsm(new TypeNamePair(typeof(T)));
}
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <returns>要获取的有限状态机。</returns>
public FsmBase GetFsm(Type ownerType)
{
if (ownerType == null)
{
throw new GameFrameworkException("Owner type is invalid.");
}
return InternalGetFsm(new TypeNamePair(ownerType));
}
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <returns>要获取的有限状态机。</returns>
public IFsm<T> GetFsm<T>(string name) where T : class
{
return (IFsm<T>)InternalGetFsm(new TypeNamePair(typeof(T), name));
}
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <param name="name">有限状态机名称。</param>
/// <returns>要获取的有限状态机。</returns>
public FsmBase GetFsm(Type ownerType, string name)
{
if (ownerType == null)
{
throw new GameFrameworkException("Owner type is invalid.");
}
return InternalGetFsm(new TypeNamePair(ownerType, name));
}
/// <summary>
/// 获取所有有限状态机。
/// </summary>
/// <returns>所有有限状态机。</returns>
public FsmBase[] GetAllFsms()
{
int index = 0;
FsmBase[] results = new FsmBase[_fsmMap.Count];
foreach (KeyValuePair<TypeNamePair, FsmBase> fsm in _fsmMap)
{
results[index++] = fsm.Value;
}
return results;
}
/// <summary>
/// 获取所有有限状态机。
/// </summary>
/// <param name="results">所有有限状态机。</param>
public void GetAllFsms(List<FsmBase> results)
{
if (results == null)
{
throw new GameFrameworkException("Results is invalid.");
}
results.Clear();
foreach (KeyValuePair<TypeNamePair, FsmBase> fsm in _fsmMap)
{
results.Add(fsm.Value);
}
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
public IFsm<T> CreateFsm<T>(T owner, params FsmState<T>[] states) where T : class
{
return CreateFsm(string.Empty, owner, states);
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
public IFsm<T> CreateFsm<T>(string name, T owner, params FsmState<T>[] states) where T : class
{
TypeNamePair typeNamePair = new TypeNamePair(typeof(T), name);
if (HasFsm<T>(name))
{
throw new GameFrameworkException(Utility.Text.Format("Already exist FSM '{0}'.", typeNamePair));
}
Fsm<T> fsm = Fsm<T>.Create(name, owner, states);
_fsmMap.Add(typeNamePair, fsm);
return fsm;
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
public IFsm<T> CreateFsm<T>(T owner, List<FsmState<T>> states) where T : class
{
return CreateFsm(string.Empty, owner, states);
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
public IFsm<T> CreateFsm<T>(string name, T owner, List<FsmState<T>> states) where T : class
{
TypeNamePair typeNamePair = new TypeNamePair(typeof(T), name);
if (HasFsm<T>(name))
{
throw new GameFrameworkException(Utility.Text.Format("Already exist FSM '{0}'.", typeNamePair));
}
Fsm<T> fsm = Fsm<T>.Create(name, owner, states);
_fsmMap.Add(typeNamePair, fsm);
return fsm;
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm<T>() where T : class
{
return InternalDestroyFsm(new TypeNamePair(typeof(T)));
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm(Type ownerType)
{
if (ownerType == null)
{
throw new GameFrameworkException("Owner type is invalid.");
}
return InternalDestroyFsm(new TypeNamePair(ownerType));
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">要销毁的有限状态机名称。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm<T>(string name) where T : class
{
return InternalDestroyFsm(new TypeNamePair(typeof(T), name));
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <param name="name">要销毁的有限状态机名称。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm(Type ownerType, string name)
{
if (ownerType == null)
{
throw new GameFrameworkException("Owner type is invalid.");
}
return InternalDestroyFsm(new TypeNamePair(ownerType, name));
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="fsm">要销毁的有限状态机。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm<T>(IFsm<T> fsm) where T : class
{
if (fsm == null)
{
throw new GameFrameworkException("FSM is invalid.");
}
return InternalDestroyFsm(new TypeNamePair(typeof(T), fsm.Name));
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <param name="fsm">要销毁的有限状态机。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm(FsmBase fsm)
{
if (fsm == null)
{
throw new GameFrameworkException("FSM is invalid.");
}
return InternalDestroyFsm(new TypeNamePair(fsm.OwnerType, fsm.Name));
}
private bool InternalHasFsm(TypeNamePair typeNamePair)
{
return _fsmMap.ContainsKey(typeNamePair);
}
private FsmBase InternalGetFsm(TypeNamePair typeNamePair)
{
FsmBase fsm = null;
if (_fsmMap.TryGetValue(typeNamePair, out fsm))
{
return fsm;
}
return null;
}
private bool InternalDestroyFsm(TypeNamePair typeNamePair)
{
FsmBase fsm = null;
if (_fsmMap.TryGetValue(typeNamePair, out fsm))
{
fsm.Shutdown();
return _fsmMap.Remove(typeNamePair);
}
return false;
}
}
}