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