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taptap2024_GJ_chidouren/Packages/com.xfkj.xffsm@357f537fea/Runtime/Scriptable/RuntimeFSMControllerInstance.cs

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2024-10-16 00:03:41 +08:00
using System.Collections.Generic;
using System.Text;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
namespace XFFSM
{
/// <summary>
/// RuntimeFSMController 运行时的示例
/// </summary>
public class RuntimeFSMControllerInstance
{
public string name;
public RuntimeFSMController RuntimeFSMController;
// 所有的参数
internal Dictionary<string, FSMParameterData> parameters = new Dictionary<string, FSMParameterData>();
[Tooltip("参数的默认值")]
internal Dictionary<string, float> parameter_default = new Dictionary<string, float>();
// 所有的状态
internal Dictionary<string, FSMStateNode> states = new Dictionary<string, FSMStateNode>();
internal List<FSMTransition> transitions = new List<FSMTransition>();
// 默认状态
internal FSMStateNode defaultState { get; private set; } = null;
private Dictionary<string, FSMStateNode> current_states = new Dictionary<string, FSMStateNode>();
private List<FSMStateNode> current_states_array = new List<FSMStateNode>();
// 当前的过渡
public FSMTransition currentTransition { get; private set; } = null;
public FSMController FSMController { get; private set; }
/// <summary>
/// 状态切换计数(为了避免状态切换进入死循环)
/// </summary>
private Dictionary<string, int> state_count = new Dictionary<string, int>();
/// <summary>
/// 当前的帧数
/// </summary>
private int currentSeconds = -1;
/// <summary>
/// 记录Trigger触发的次数
/// </summary>
private Dictionary<string, int> trigger_count = new Dictionary<string, int>();
private List<string> trigerKeys = new List<string>();
public bool Started { get; private set; } = false;
public RuntimeFSMControllerInstance(RuntimeFSMController runtimeFSMController, FSMController controller)
{
FSMController = controller;
// 把数据复制一份
if (runtimeFSMController == null) return;
name = runtimeFSMController.name;
// 默认不执行任何状态
current_states.Clear();
RuntimeFSMController = GameObject.Instantiate(runtimeFSMController);
#if UNITY_EDITOR
RuntimeFSMController.originGUID = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(runtimeFSMController));
#endif
RuntimeFSMController.name = runtimeFSMController.name;
// 参数
parameters.Clear();
for (int i = 0; i < RuntimeFSMController.parameters.Count; i++)
{
FSMParameterData data = RuntimeFSMController.parameters[i];
if (parameters.ContainsKey(data.name))
continue;
data.onValueChange = null;
parameters.Add(data.name, data);
parameter_default.Add(data.name, data.Value);
}
// 状态
states.Clear();
for (int i = 0; i < RuntimeFSMController.states.Count; i++)
{
FSMStateNodeData stateData = RuntimeFSMController.states[i];
FSMStateNode state = new FSMStateNode(stateData, this);
if (states.ContainsKey(stateData.name)) continue;
if (stateData.defaultState && stateData.BaseLayer())
{
defaultState = state;
}
states.Add(stateData.name, state);
}
// 过渡
transitions.Clear();
foreach (var item in runtimeFSMController.transitions)
{
FSMTransition transition = new FSMTransition(this, item);
transitions.Add(transition);
}
Started = false;
}
// 启动
public void StartUp()
{
Started = true;
// 找到默认状态 切换
SwitchState(defaultState, null);
}
public void Close()
{
// 切换到空状态 (当切换到空状态之后 就没有办法通过参数来切换状态)
// 因为在判断条件是否满足时 会查询当前状态 如果当前状态为空 会直接return false;
SwitchState(null, null);
// 设置为非启动状态
Started = false;
// 重置参数
ResetParamter();
}
internal void SwitchState(FSMStateNode state, FSMTransition transition)
{
//if (!Started) return;
int second = Mathf.FloorToInt(Time.time);
if (second != currentSeconds)
{
currentSeconds = second;
state_count.Clear(); // 清空状态
}
// 添加状态
if (state != null)
AddStateCount(state.data.name);
string parent = state != null ? state.data.Parent : string.Empty;
// 退出当前状态
ExitState(parent, state);
EnterState(state);
currentTransition = transition;
// 检测当前状态是否有已经满足的条件
CheckConditionAndSwitch();
}
private void CheckConditionAndSwitch()
{
// 检测当前的状态是否有已经满足条件的过渡
foreach (var item in transitions)
{
// 检测条件是否满足
if (item.CheckConditionAndSwitch())
break;
}
}
private void ExitState(string parent, FSMStateNode nextState)
{
if (!current_states.ContainsKey(parent)) return;
if (current_states[parent] == null) return;
FSMStateNode currentState = current_states[parent];
if (nextState != null)
currentState.nextState = nextState.data.name;
if (nextState != null && nextState.data.CompareParent(currentState.data))
nextState.lastState = currentState.data.name;
if (nextState != null)
nextState.nextState = string.Empty; // 把下一个状态的值设置为空
currentState.OnExit();
// 移除状态
current_states.Remove(parent);
// 判断一下当前状态是否子状态机
if (currentState.data.isSubStateMachine)
{
// 把子状态也退出掉
ExitState(currentState.data.name, nextState);
}
}
private void EnterState(FSMStateNode state)
{
if (state == null) return;
string parent = state.data.Parent;
if (current_states.ContainsKey(parent))
current_states[parent] = state;
else
current_states.Add(parent, state);
state?.OnEnter();
// 触发事件
FSMController.onStateChange?.Invoke(RuntimeFSMController.name, state.data.name);
// 判断是否有子状态机
if (state.data.isSubStateMachine)
{
// 进入到子状态机的默认状态
FSMStateNodeData data = RuntimeFSMController.GetDefaultStateNodeData(state.data.name);
if (data != null && states.ContainsKey(data.name))
EnterState(states[data.name]);
}
}
public void SetBool(string name, bool v)
{
SetParamter(name, v ? 1 : 0, ParameterType.Bool);
}
public void SetFloat(string name, float v)
{
SetParamter(name, v, ParameterType.Float);
}
public void SetInt(string name, int v)
{
SetParamter(name, v, ParameterType.Int);
}
public void SetTrigger(string name)
{
FSMParameterData parameter;
if (parameters.TryGetValue(name, out parameter))
{
if (parameter.parameterType != ParameterType.Trigger)
return;
if (parameter.value == 1)
{
if (trigger_count.ContainsKey(name))
trigger_count[name]++;
else
trigger_count.Add(name, 1);
}
else
{
SetParamter(name, 1, ParameterType.Trigger);
}
}
}
/// <summary>
/// 当Trigger触发后还原trigger
/// </summary>
/// <param name="name"></param>
internal void ClearTrigger(string name)
{
SetParamter(name, 0, ParameterType.Trigger);
}
public void ResetTrigger(string name)
{
if (trigger_count.ContainsKey(name))
trigger_count[name] = 0;
ClearTrigger(name);
}
private void SetParamter(string name, float v, ParameterType type)
{
FSMParameterData parameter;
if (parameters.TryGetValue(name, out parameter))
{
if (parameter.parameterType == type)
parameter.Value = v;
}
}
internal float GetParamter(string name)
{
FSMParameterData parameter;
if (parameters.TryGetValue(name, out parameter))
return parameter.value;
return 0;
}
internal int GetTriggerCount(string name)
{
if (trigger_count.ContainsKey(name))
return trigger_count[name];
return 0;
}
public void Update()
{
current_states_array.Clear();
foreach (var item in current_states.Keys)
{
if (current_states[item] == null) continue;
current_states_array.Add(current_states[item]);
}
foreach (var item in current_states_array)
{
if (!item.isRuning) continue;
item.OnUpdate();
}
// 更新Trigger
UpdateTrigger();
}
public void LateUpdate()
{
current_states_array.Clear();
foreach (var item in current_states.Keys)
{
if (current_states[item] == null) continue;
current_states_array.Add(current_states[item]);
}
foreach (var item in current_states_array)
{
if (!item.isRuning) continue;
item.OnLateUpdate();
}
}
public void FixedUpdate()
{
current_states_array.Clear();
foreach (var item in current_states.Keys)
{
if (current_states[item] == null) continue;
current_states_array.Add(current_states[item]);
}
foreach (var item in current_states_array)
{
if (!item.isRuning) continue;
item.OnFixedUpdate();
}
}
/// <summary>
/// 添加计数
/// </summary>
/// <param name="stateName"></param>
private void AddStateCount(string stateName)
{
if (state_count.ContainsKey(stateName))
state_count[stateName]++;
else
state_count.Add(stateName, 0);
if (state_count[stateName] > 30)
{
StringBuilder stringBuilder = new StringBuilder();
stringBuilder.Append("游戏物体:").Append(FSMController.gameObject.name)
.Append("状态机:").Append(this.RuntimeFSMController.name).Append("检测到状态:");
foreach (var item in state_count.Keys)
{
if (state_count[item] >= 29)
{
stringBuilder.Append(item).Append(",");
}
}
stringBuilder.Remove(stringBuilder.Length - 1, 1);
stringBuilder.Append("之间频繁切换,请检查状态之间的过渡是否同时满足?请设置合理的状态切换条件!");
state_count.Clear();
throw new System.Exception(stringBuilder.ToString());
}
}
private void UpdateTrigger()
{
// 更新Trigger
foreach (var item in trigger_count.Keys)
{
if (!trigerKeys.Contains(item))
trigerKeys.Add(item);
}
foreach (var item in trigerKeys)
{
if (!trigger_count.ContainsKey(item))
continue;
if (trigger_count[item] > 0 && GetParamter(item) == 0)
{
SetParamter(item, 1, ParameterType.Trigger);
trigger_count[item]--;
if (trigger_count[item] < 0)
trigger_count[item] = 0;
}
}
}
public FSMStateNode GetCurrentState(string parent)
{
if (current_states.ContainsKey(parent))
return current_states[parent];
return null;
}
internal void ResetParamter()
{
foreach (var item in parameter_default.Keys)
{
FSMParameterData parameter;
if (parameters.TryGetValue(item, out parameter))
{
parameter.Value = parameter_default[item];
}
}
}
}
}