This commit is contained in:
2024-10-16 00:03:41 +08:00
commit 897058435c
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namespace XFFSM
{
public class FSMConst
{
public const string anyState = "Any State";
public const string entryState = "Entry";
public const string up = "up"; // 上一层
public const int StateNodeWith = 200;
public const int StateNodeHeight = 40;
}
}

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using System;
using System.Collections.Generic;
namespace XFFSM
{
public enum ConditionState
{
// 满足
Meet,
// 未满足
NotMeet
}
public class FSMCondition
{
#region
private FSMConditionData data;
private FSMParameterData parameter;
public Action onConditionMeet;
private static Dictionary<CompareType, IPamaterCompare> Compares = new Dictionary<CompareType, IPamaterCompare>();
#endregion
#region
public ConditionState State
{
get
{
if (compare.IsMeetCondition(this.parameter, data.targetValue))
return ConditionState.Meet;
else
return ConditionState.NotMeet;
}
}
private IPamaterCompare compare => GetCompare(data.compareType);
public FSMParameterData Parameter => parameter;
#endregion
static FSMCondition() {
InitCompares();
}
public FSMCondition(FSMConditionData data, RuntimeFSMControllerInstance controller) {
this.data = data;
if (controller.parameters.ContainsKey(data.parameterName)) {
parameter = controller.parameters[this.data.parameterName];
}
if (parameter != null)
parameter.onValueChange += CheckParameterValueChange;
// 检测条件
CheckParameterValueChange();
}
public void CheckParameterValueChange()
{
// 判断条件有没有满足
if (State == ConditionState.Meet)
onConditionMeet?.Invoke();
}
private static void InitCompares() {
if (Compares.Count == 0) {
Compares.Add(CompareType.Equal, new EqualCompare());
Compares.Add(CompareType.Greater, new GreaterCompare());
Compares.Add(CompareType.Less, new LessCompare());
Compares.Add(CompareType.NotEqual, new NotEqualCompare());
}
}
public static IPamaterCompare GetCompare(CompareType type) {
IPamaterCompare pamaterCompare;
if ( Compares.TryGetValue(type,out pamaterCompare) ) {
return pamaterCompare;
}
return null;
}
}
public class FSMConditionGroup
{
private List<FSMCondition> conditions = new List<FSMCondition>();
public Action onConditionMeet;
public bool IsMeet
{
get
{
// 当前过渡没有条件并且自动切换时直接返回true已满足
if (transition.Empty && transition.AutoSwtich)
return true;
if (ConditionCount == 0)
return false;
foreach (var item in conditions)
{
if (item.State == ConditionState.NotMeet)
return false;
}
return true;
}
}
public int ConditionCount
{
get
{
if (conditions == null)
return 0;
return conditions.Count;
}
}
private RuntimeFSMControllerInstance controller;
private FSMTransitionData transition;
public FSMConditionGroup(RuntimeFSMControllerInstance controller, List<FSMConditionData> conditions,FSMTransitionData transition)
{
this.controller = controller;
this.transition = transition;
this.conditions.Clear();
foreach (var item in conditions)
{
FSMCondition condition = new FSMCondition(item, controller);
condition.onConditionMeet += this.CheckIsMeet;
this.conditions.Add(condition);
}
}
//private void OnConditionMeet()
//{
// //Debug.Log("条件满足!");
// DelayTools.DelayCall(CheckIsMeet);
//}
private void CheckIsMeet()
{
if (IsMeet)
onConditionMeet?.Invoke();
}
internal void ResetTrigger() {
foreach (var item in conditions)
{
if (item.Parameter.parameterType == ParameterType.Trigger)
controller.ClearTrigger(item.Parameter.name);
}
}
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
namespace XFFSM
{
public class FSMController : MonoBehaviour
{
#region
[SerializeField]
private List<RuntimeFSMController> _runtimeFSMController = new List<RuntimeFSMController>();
internal object userData;
private List<RuntimeFSMControllerInstance> Instances = new List<RuntimeFSMControllerInstance>();
private List<RuntimeFSMController> runtimeControllers = new List<RuntimeFSMController>();
[SerializeField]
[Tooltip("是否在OnDisable时重置状态机")]
[Header("是否在OnDisable时重置状态机")]
private bool resetOnDisable = true;
#endregion
#region
/// <summary>
/// 初始化完成的回调
/// </summary>
public Action onInitFinish;
/// <summary>
/// 状态改变的回调 参数1:状态机名称 参数2:当前状态
/// </summary>
public Action<string,string> onStateChange;
#endregion
#region
/// <summary>
/// 当前状态机执行的状态配置文件列表
/// </summary>
public List<RuntimeFSMController> RuntimeFSMController
{
get
{
if (Application.isPlaying)
{
return runtimeControllers;
}
return _runtimeFSMController;
}
}
/// <summary>
/// 状态机是否初始化完成
/// </summary>
public bool Initialized { get; private set; } = false;
#endregion
#region
protected void Update()
{
if (!Initialized)
return;
foreach (var item in Instances)
{
// 如果没有启动 就启动一下
if(!item.Started)
item.StartUp();
item.Update();
}
}
protected void LateUpdate()
{
if (!Initialized)
return;
foreach (var item in Instances)
{
item.LateUpdate();
}
}
protected void FixedUpdate()
{
if (!Initialized)
return;
foreach (var item in Instances)
{
item.FixedUpdate();
}
}
private void OnDestroy()
{
if (!Initialized)
return;
foreach (var item in Instances)
{
item.Close();
}
}
private void OnDisable()
{
if (!Initialized)
return;
if (resetOnDisable)
{
foreach (var item in Instances)
{
item.Close();
}
}
}
#endregion
#region
// 初始化
public void Init(object userData)
{
if (Initialized)
return;
Instances.Clear();
runtimeControllers.Clear();
this.userData = userData;
foreach (var item in _runtimeFSMController)
{
if (item == null) continue;
RuntimeFSMControllerInstance instance = new RuntimeFSMControllerInstance(item, this);
instance.StartUp();
runtimeControllers.Add(instance.RuntimeFSMController);
Instances.Add(instance);
}
Initialized = true;
onInitFinish?.Invoke();
}
/// <summary>
/// 设置bool类型参数的值
/// </summary>
/// <param name="name">参数名称</param>
/// <param name="v">值</param>
public void SetBool(string name, bool v)
{
if (Initialized)
{
if (!IsContainParameter(name, ParameterType.Bool))
{
Debug.LogWarningFormat("未查询到参数:{0} 类型:{1}",name, ParameterType.Bool);
return;
}
foreach (var item in Instances)
{
item.SetBool(name, v);
}
}
else
{
onInitFinish += () =>
{
if (!IsContainParameter(name, ParameterType.Bool))
{
Debug.LogWarningFormat("未查询到参数:{0} 类型:{1}", name, ParameterType.Bool);
return;
}
foreach (var item in Instances)
{
item.SetBool(name, v);
}
};
}
}
/// <summary>
/// 设置float类型参数的值
/// </summary>
/// <param name="name">参数名称</param>
/// <param name="v">值</param>
public void SetFloat(string name, float v)
{
if (Initialized)
{
if (!IsContainParameter(name, ParameterType.Float))
{
Debug.LogWarningFormat("未查询到参数:{0} 类型:{1}", name, ParameterType.Float);
return;
}
foreach (var item in Instances)
{
item.SetFloat(name, v);
}
}
else {
onInitFinish += () =>
{
if (!IsContainParameter(name, ParameterType.Float))
{
Debug.LogWarningFormat("未查询到参数:{0} 类型:{1}", name, ParameterType.Float);
return;
}
foreach (var item in Instances)
{
item.SetFloat(name, v);
}
};
}
}
/// <summary>
/// 设置Int类型参数的值
/// </summary>
/// <param name="name">参数名称</param>
/// <param name="v">值</param>
public void SetInt(string name, int v)
{
if (Initialized)
{
if (!IsContainParameter(name, ParameterType.Int))
{
Debug.LogWarningFormat("未查询到参数:{0} 类型:{1}", name, ParameterType.Int);
return;
}
foreach (var item in Instances)
{
item.SetInt(name, v);
}
}
else {
onInitFinish += () =>
{
if (!IsContainParameter(name, ParameterType.Int))
{
Debug.LogWarningFormat("未查询到参数:{0} 类型:{1}", name, ParameterType.Int);
return;
}
foreach (var item in Instances)
{
item.SetInt(name, v);
}
};
}
}
/// <summary>
/// 触发Trigger
/// </summary>
/// <param name="name">Trigger名称</param>
public void SetTrigger(string name)
{
if (Initialized)
{
if (!IsContainParameter(name, ParameterType.Trigger))
{
Debug.LogWarningFormat("未查询到参数:{0} 类型:{1}", name, ParameterType.Trigger);
return;
}
foreach (var item in Instances)
{
item.SetTrigger(name);
}
}
else
{
onInitFinish += () =>
{
if (!IsContainParameter(name, ParameterType.Trigger))
{
Debug.LogWarningFormat("未查询到参数:{0} 类型:{1}", name, ParameterType.Trigger);
return;
}
foreach (var item in Instances)
{
item.SetTrigger(name);
}
};
}
}
/// <summary>
/// 还原Trigger
/// </summary>
/// <param name="name">Trigger名称</param>
public void ResetTrigger(string name) {
foreach (var item in Instances)
{
item.ResetTrigger(name);
}
}
/// <summary>
/// 获取Bool类型参数的值
/// </summary>
/// <param name="name">参数名称</param>
/// <returns></returns>
public bool GetBool(string name)
{
foreach (var item in Instances)
{
if (item.GetParamter(name) == 1)
return true;
}
return false;
}
/// <summary>
/// 获取Float类型参数的值
/// </summary>
/// <param name="name">参数名称</param>
/// <returns></returns>
public float GetFloat(string name )
{
foreach (var item in Instances)
{
float v = item.GetParamter(name);
if (v != 0)
return v;
}
return 0;
}
/// <summary>
/// 获取Int类型参数的值
/// </summary>
/// <param name="name">参数名称</param>
/// <returns></returns>
public int GetInt(string name)
{
foreach (var item in Instances)
{
int v = (int)(item.GetParamter(name));
if (v != 0)
return v;
}
return 0;
}
/// <summary>
/// 获取Trigger类型参数的值
/// </summary>
/// <param name="name">参数名称</param>
/// <returns></returns>
public bool GetTrigger(string name )
{
foreach (var item in Instances)
{
if (item.GetTriggerCount(name) > 0 || item.GetParamter(name) == 1)
return true;
}
return false;
}
private bool IsContainParameter(string name,ParameterType type)
{
foreach (var item in Instances)
{
if(item.parameters.ContainsKey(name) && item.parameters[name].parameterType == type)
return true;
}
return false;
}
/// <summary>
/// 运行时添加并执行状态配置文件
/// </summary>
/// <param name="controller"></param>
public void AddRuntimeFSMController(RuntimeFSMController controller) {
if (_runtimeFSMController.Contains(controller))
{
Debug.LogWarningFormat("状态机:{0}已经执行,请勿重复添加!", controller.name);
return; // 说明已经添加了该状态机
}
_runtimeFSMController.Add(controller);
// 如果没有初始化完成 不需要处理 在初始化的时候会处理
if (Initialized)
{
// 如果初始化完成了 启动这个状态
RuntimeFSMControllerInstance controllerInstance = new RuntimeFSMControllerInstance(controller, this);
controllerInstance.StartUp();
runtimeControllers.Add(controllerInstance.RuntimeFSMController);
Instances.Add(controllerInstance);
}
}
/// <summary>
/// 运行时移除状态机配置文件
/// </summary>
/// <param name="index">配置文件下标</param>
public void RemoveRuntimeFSMController(int index) {
if (index < 0 || index >= RuntimeFSMController.Count) return;
RuntimeFSMController controller = RuntimeFSMController[index];
RuntimeFSMController.RemoveAt(index);
for (int i = 0; i < Instances.Count; i++)
{
if (Instances[i].RuntimeFSMController == controller)
{
Instances[i].Close();
Instances.Remove(Instances[i]);
break;
}
}
}
/// <summary>
/// 获取当前正在执行的状态信息
/// </summary>
/// <param name="index">状态配置下标</param>
/// <param name="subStateName">子状态机名称(默认:空)</param>
/// <returns></returns>
public FSMStateNode GetCurrentStateInfo(int index,string subStateName = "")
{
if (index < 0 || index >= Instances.Count) return null;
return Instances[index].GetCurrentState(subStateName);
}
public FSMStateNode GetCurrentStateInfo(string controllerName, string subStateName = "") {
if (string.IsNullOrEmpty(controllerName))
return null;
foreach (var item in Instances)
{
if (item.name.Equals(controllerName))
return item.GetCurrentState(subStateName);
}
return null;
}
/// <summary>
/// 获取当前的状态切换信息
/// </summary>
/// <param name="controller"></param>
/// <returns></returns>
public FSMTransition GetCurrentTransition(int index)
{
if (index < 0 || index >= Instances.Count) return null;
return Instances[index].currentTransition;
}
#endregion
#region
private static Dictionary<string,FSMController> fsms = new Dictionary<string,FSMController>();
#endregion
#region
private static Transform FSMParent { get; set; }
#endregion
#region
[RuntimeInitializeOnLoadMethod]
static void InitFSMController()
{
fsms.Clear();
GameObject obj = new GameObject("FSMControllers");
DontDestroyOnLoad(obj);
FSMParent = obj.transform;
}
/// <summary>
/// 启动状态(适用于没有具体游戏物体的状态管理,例如:游戏状态)
/// </summary>
/// <param name="fsmName">状态机名称</param>
/// <param name="fsm">状态配置文件</param>
/// <param name="userData">自定义参数或数据</param>
/// <returns></returns>
public static FSMController StartupFSM(string fsmName,RuntimeFSMController fsm,object userData = null)
{
if (fsms.ContainsKey(fsmName)) return null;
GameObject obj = new GameObject(fsmName);
obj.transform.SetParent(FSMParent,false);
FSMController controller = obj.AddComponent<FSMController>();
controller.userData = userData;
controller.AddRuntimeFSMController(fsm);
fsms.Add(fsmName, controller);
return controller;
}
/// <summary>
/// 查询通过FSMController.StartupFSM启动的状态机
/// </summary>
/// <param name="fsmName">状态机名称</param>
/// <returns></returns>
public static FSMController GetFSM(string fsmName)
{
if(fsms.ContainsKey(fsmName))
return fsms[fsmName];
return null;
}
/// <summary>
/// 移除通过FSMController.StartupFSM启动的状态机
/// </summary>
/// <param name="fsmName">状态机名称</param>
public static void RemoveFSM(string fsmName)
{
if (!fsms.ContainsKey(fsmName)) return;
FSMController controller = fsms[fsmName];
fsms.Remove(fsmName);
Destroy(controller.gameObject);
}
#endregion
}
}

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using UnityEngine;
namespace XFFSM
{
/// <summary>
/// 状态基类
/// </summary>
public abstract class FSMState
{
#region
/// <summary>
/// 状态控制器
/// </summary>
public FSMController controller;
/// <summary>
/// 当前状态信息
/// </summary>
public FSMStateNode currentStateInfo;
/// <summary>
/// 自定义数据(通过FSMController.StartupFSM()启动状态机传递自定义数据)
/// </summary>
public object userData;
/// <summary>
/// 上一个状态的名称
/// </summary>
public string lastState;
/// <summary>
/// 将要切换的下一个状态的名称(该字段仅在状态将要退出(OnExit)时有值)
/// </summary>
public string nextState;
#endregion
#region
public Transform transform => controller != null ? controller.transform : null;
#endregion
#region
/// <summary>
/// 当第一次进入该状态时调用,该方法仅调用一次(初始化相关操作推荐放该方法中)
/// </summary>
public virtual void OnCreate() {
}
/// <summary>
/// 当状态进入时执行
/// </summary>
public virtual void OnEnter() {
}
/// <summary>
/// 当状态退出时执行
/// </summary>
public virtual void OnExit() { }
/// <summary>
/// 每帧执行
/// </summary>
public virtual void OnUpdate() { }
/// <summary>
/// FixedUpdate时执行
/// </summary>
public virtual void OnFixedUpdate() { }
/// <summary>
/// LateUpdate时执行
/// </summary>
public virtual void OnLateUpdate() {
}
#endregion
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
namespace XFFSM
{
/// <summary>
/// 状态节点
/// </summary>
public class FSMStateNode
{
#region
/// <summary>
/// 状态数据
/// </summary>
public FSMStateNodeData data;
internal RuntimeFSMControllerInstance instance;
private List<FSMState> states = new List<FSMState>();
internal string lastState;
internal string nextState;
/// <summary>
/// 是否正在执行中
/// </summary>
internal bool isRuning = false;
internal bool isFirstEnter = true;
[Tooltip("当前状态名称Hash,可通过方法Animator.StringToHash()转换!")]
public int nameHash;
#endregion
#region
internal FSMStateNode(FSMStateNodeData data,RuntimeFSMControllerInstance instance)
{
this.data = data;
this.instance = instance;
nameHash = Animator.StringToHash(data.name);
states.Clear();
foreach (var item in this.data.StateScripts)
{
Type type = AssemblyTools.GetType(item.className);
FSMState state = null;
if (type != null)
state = Activator.CreateInstance(type) as FSMState;
if (state != null)
{
state.controller = instance.FSMController;
state.userData = instance.FSMController.userData;
state.currentStateInfo = this;
states.Add(state);
}
}
}
internal void OnEnter()
{
isRuning = true;
foreach (var item in this.states)
{
item.lastState = lastState;
item.nextState = nextState;
if (isFirstEnter)
item.OnCreate(); // 调用 OnCreate 的方法
item.OnEnter();
}
isFirstEnter = false;
}
internal void OnExit()
{
foreach (var item in this.states)
{
item.lastState = lastState;
item.nextState = nextState;
item.OnExit();
}
isRuning = false;
}
internal void OnUpdate()
{
foreach (var item in this.states)
{
item.OnUpdate();
}
}
internal void OnFixedUpdate()
{
foreach (var item in this.states)
{
item.OnFixedUpdate();
}
}
internal void OnLateUpdate()
{
foreach (var item in this.states)
{
item.OnLateUpdate();
}
}
#endregion
}
}

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using System.Collections.Generic;
using UnityEngine;
namespace XFFSM
{
/// <summary>
/// 状态之间的过渡
/// </summary>
public class FSMTransition
{
#region
private FSMTransitionData data;
private RuntimeFSMControllerInstance controller;
private FSMStateNode toState;
public List<FSMConditionGroup> condition_groups;
#endregion
#region
/// <summary>
/// 过渡数据
/// </summary>
public FSMTransitionData Data => data;
/// <summary>
/// 过渡目标状态
/// </summary>
public FSMStateNode ToState => toState;
// 条件是否已经满足
internal bool IsMeet
{
get
{
// 如果过渡没有条件认为条件满足,可以切换状态
//if (conditions.Count == 0) return true;
// 判断是不是所有的条件都满足了
//foreach (var item in conditions)
//{
// if (item.state == ConditionState.NotMeet) return false;
//}
if(!ConditionGroupMeet())
return false;
if (toState == null) {
Debug.LogError("查询目标状态失败!");
return false;
}
FSMStateNodeData from = controller.RuntimeFSMController.GetStateNodeData(data.fromStateName);
string parent = from.Parent;
FSMStateNode currentState = controller.GetCurrentState(parent);
if (currentState == null) return false;
if (!data.fromStateName.Equals(currentState.data.name))
{
// AnyState
if (!from.IsAnyState) return false;
// 判断当前的状态 跟 目标状态是不是一个
if (currentState.data.name.Equals(data.toStateName)) return false;
}
return true;
}
}
#endregion
#region
internal FSMTransition(RuntimeFSMControllerInstance controller, FSMTransitionData data) {
this.data = data;
this.controller = controller;
//this.conditions = new List<FSMCondition>();
this.condition_groups = new List<FSMConditionGroup>();
FSMConditionGroup group = new FSMConditionGroup(controller, this.data.conditions,data);
group.onConditionMeet += this.CheckCondition;
condition_groups.Add(group);
foreach (var item in data.group_conditions)
{
FSMConditionGroup condition_group = new FSMConditionGroup(controller, item.conditions,data);
condition_group.onConditionMeet += this.CheckCondition;
condition_groups.Add(condition_group);
}
if ( controller.states.ContainsKey(data.toStateName) ) {
toState = controller.states[data.toStateName];
}
}
// 检测条件是否满足
private void CheckCondition()
{
CheckConditionAndSwitch();
}
// 检测条件是不是都满足了
internal bool CheckConditionAndSwitch()
{
bool isMeet = IsMeet;
if (isMeet)
{
// reset trigger
ResetTrigger();
// 切换状态
controller.SwitchState(toState,this);
}
return isMeet;
}
private void ResetTrigger()
{
foreach (var item in condition_groups)
{
item.ResetTrigger();
}
}
private bool ConditionGroupMeet()
{
foreach (var item in condition_groups)
{
if (item.IsMeet)
return true;
}
return false;
}
#endregion
}
}

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namespace XFFSM
{
public class EqualCompare : IPamaterCompare
{
public bool IsMeetCondition(FSMParameterData parameter, float v)
{
if (parameter == null) return false;
return parameter.Value.Equals(v);
}
}
}

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namespace XFFSM
{
public class GreaterCompare : IPamaterCompare
{
public bool IsMeetCondition(FSMParameterData parameter, float v)
{
if(parameter == null) return false;
return parameter.Value.CompareTo(v) == 1;
}
}
}

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namespace XFFSM
{
public interface IPamaterCompare
{
bool IsMeetCondition(FSMParameterData parameter,float v);
}
}

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namespace XFFSM
{
public class LessCompare : IPamaterCompare
{
public bool IsMeetCondition(FSMParameterData parameter, float v)
{
if (parameter == null) return false;
return parameter.Value.CompareTo(v) == -1;
}
}
}

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namespace XFFSM
{
public class NotEqualCompare : IPamaterCompare
{
public bool IsMeetCondition(FSMParameterData parameter, float v)
{
if (parameter == null) return false;
return !parameter.Value.Equals(v);
}
}
}

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using System;
using System.Collections.Generic;
using System.Reflection;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace XFFSM
{
/// <summary>
/// 程序集工具
/// </summary>
public class AssemblyTools
{
private static Dictionary<string, Type> typeCaches = new Dictionary<string, Type>();
/// <summary>
/// 根据名称来获取类型
/// </summary>
/// <param name="classFullName">类名(含命名空间)</param>
/// <returns></returns>
internal static Type GetType(string classFullName)
{
if (string.IsNullOrEmpty(classFullName)) return null;
if (typeCaches.ContainsKey(classFullName) && typeCaches[classFullName] != null) return typeCaches[classFullName];
typeCaches.Remove(classFullName);
Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies();
for (int i = 0; i < assemblies.Length; i++)
{
Assembly assembly = assemblies[i];
Type type = assembly.GetType(classFullName);
if (type != null)
{
typeCaches.Add(classFullName, type);
break;
}
}
if (typeCaches.ContainsKey(classFullName))
return typeCaches[classFullName];
return null;
}
#if UNITY_EDITOR
/// <summary>
/// 获取所有状态脚本(仅编辑器有效)
/// </summary>
/// <returns></returns>
public static List<MonoScript> GetAllStatesType()
{
List<MonoScript> states = new List<MonoScript>();
string[] scripts = AssetDatabase.FindAssets("t:Script");
foreach (var item in scripts)
{
string path = AssetDatabase.GUIDToAssetPath(item);
MonoScript script = AssetDatabase.LoadAssetAtPath<MonoScript>(path);
if (script == null) continue;
Type type = script.GetClass();
if (type == null) continue;
if(type.IsSubclassOf(typeof(FSMState)))
states.Add(script);
//if (IsBaseByClass(type, typeof(FSMState)))
//{
// states.Add(script);
//}
}
return states;
}
/// <summary>
/// 根据状态脚本全名称获取脚本guid(仅编辑器有效)
/// </summary>
/// <returns></returns>
public static string GetGUIDByStateClassFullName(string fullName)
{
List<MonoScript> scripts = GetAllStatesType();
foreach (var item in scripts)
{
if (item.GetClass() != null && item.GetClass().FullName.Equals(fullName))
{
return AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(item));
}
}
return string.Empty;
}
#endif
}
}

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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
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userData:
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#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
namespace XFFSM
{
/// <summary>
/// EditorApplication工具
/// </summary>
internal class EditorApplicationTool
{
// Fix编码
/// <summary>
/// 默认是运行中
/// </summary>
private static bool _isPlaying = true;
/// <summary>
/// 判断当前编辑器是否处于运行状态(UnityEngine.Application.isPlaying在停止运行编辑器时触发OnDestroy时仍返回true)
/// </summary>
public static bool isPlaying
{
get
{
return _isPlaying;
}
}
[RuntimeInitializeOnLoadMethod]
static void Init()
{
#if UNITY_EDITOR
EditorApplication.playModeStateChanged += EditorApplication_playModeStateChanged;
#endif
}
#if UNITY_EDITOR
private static void EditorApplication_playModeStateChanged(PlayModeStateChange obj)
{
switch (obj)
{
case PlayModeStateChange.ExitingPlayMode:
_isPlaying = false;
break;
case PlayModeStateChange.ExitingEditMode:
_isPlaying = true;
break;
case PlayModeStateChange.EnteredEditMode:
_isPlaying = false;
break;
case PlayModeStateChange.EnteredPlayMode:
_isPlaying = true;
break;
}
}
#endif
}
}

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serializedVersion: 2
defaultReferences: []
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fileFormatVersion: 2
guid: 67cc9d9a9ee78614f87fdad6928a73ef
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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namespace XFFSM
{
public enum CompareType {
Greater = 0,
Less,
Equal,
NotEqual,
}
[System.Serializable]
public class FSMConditionData
{
public float targetValue;
public string parameterName;
public CompareType compareType;
}
}

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using System;
namespace XFFSM
{
public enum ParameterType {
Float = 0,
Int,
Bool,
Trigger
}
[System.Serializable]
public class FSMParameterData
{
#region
public string name;
public float value;
public ParameterType parameterType;
public Action onValueChange;
#endregion
#region
public float Value {
get { return value; }
set {
if (this.value == value) {
return;
}
this.value = value;
onValueChange?.Invoke();
}
}
#endregion
}
}

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serializedVersion: 2
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executionOrder: 0
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using System;
using System.Collections.Generic;
using System.Text;
using UnityEditor;
using UnityEngine;
namespace XFFSM
{
[System.Serializable]
public class FSMStateScriptInfo
{
public string className;
public string guid;
}
[System.Serializable]
public class FSMStateNodeData
{
#if UNITY_EDITOR
public Rect rect;
public void AddStateScript(MonoScript script)
{
string guid = AssetDatabase.AssetPathToGUID( AssetDatabase.GetAssetPath(script));
if (string.IsNullOrEmpty(guid))
throw new System.Exception(string.Format("脚本添加失败,获取guid失败:{0}",script.name));
foreach (var item in StateScripts)
{
if (item.guid.Equals(guid))
throw new System.Exception("脚本重复添加!");
}
FSMStateScriptInfo info = new FSMStateScriptInfo();
info.guid = guid;
Type type = script.GetClass();
if (type != null)
{
info.className = type.FullName;
}
StateScripts.Add(info);
}
public void RefreshStateScripts(RuntimeFSMController controller)
{
//EditorApplication.
List<FSMStateScriptInfo> invalid = new List<FSMStateScriptInfo>();
foreach (var item in StateScripts)
{
if (string.IsNullOrEmpty(item.guid) && !string.IsNullOrEmpty(item.className))
item.guid = AssemblyTools.GetGUIDByStateClassFullName(item.className);
string path = AssetDatabase.GUIDToAssetPath(item.guid);
if (string.IsNullOrEmpty(path))
{
invalid.Add(item);
continue;
}
MonoScript script = AssetDatabase.LoadAssetAtPath<MonoScript>(path);
if (script == null)
{
//Debug.LogFormat("添加无效脚本:{0} guid:{1}", script.name, path);
//invalid.Add(item);
continue;
}
Type type = script.GetClass();
// 如果等于空或者没有继承自FSMState视为无效
if (type == null)
{
//invalid.Add(item);
continue;
}
item.className = type.FullName;
}
// 移除无效的脚本 ( 这些脚本可能已经被删除了 )
foreach (var item in invalid)
{
StateScripts.Remove(item);
}
if(controller != null)
controller.Save();
}
public void RemoveStateScript(MonoScript script)
{
Type type = script.GetClass();
if (type == null) return;
string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(script));
if (string.IsNullOrEmpty(guid))
throw new System.Exception(string.Format("脚本添加失败,获取guid失败:{0}", script.name));
FSMStateScriptInfo info = null;
foreach (var item in StateScripts)
{
if (item.guid.Equals(guid)) {
info = item;
break;
}
}
if (info == null) return;
StateScripts.Remove(info);
}
#endif
/// <summary>
/// 是否是默认状态
/// </summary>
public bool defaultState;
/// <summary>
/// 名称
/// </summary>
public string name;
/// <summary>
/// 状态脚本的名称
/// </summary>
public List<FSMStateScriptInfo> StateScripts = new List<FSMStateScriptInfo>();
/// <summary>
/// 当前状态的父节点名称
/// </summary>
public List<string> parents;
/// <summary>
/// 是否为子状态机
/// </summary>
public bool isSubStateMachine = false;
/// <summary>
/// 是否为内置状态
/// </summary>
public bool isBuildInState = false;
/// <summary>
/// 内置状态名称
/// </summary>
public string buildInStateName = null;
#region
/// <summary>
/// 判断当前状态是否为Any状态
/// </summary>
public bool IsAnyState
{
get
{
if (name.Equals(FSMConst.anyState))
return true;
if (isBuildInState && buildInStateName.Equals(FSMConst.anyState))
return true;
return false;
}
}
/// <summary>
/// 判断当前状态是否Entry状态
/// </summary>
public bool IsEntryState
{
get {
if (name.Equals(FSMConst.entryState))
return true;
if (isBuildInState && buildInStateName.Equals(FSMConst.entryState))
return true;
return false;
}
}
/// <summary>
/// 判断是否为返回上一层的按钮
/// </summary>
public bool IsUpState
{
get {
if (isBuildInState && buildInStateName.Equals(FSMConst.up))
return true;
return false;
}
}
public string DisplayName
{
get
{
if (IsAnyState)
return FSMConst.anyState;
if (IsEntryState)
return FSMConst.entryState;
if (IsUpState)
{
if (parents.Count > 1)
return string.Format("(Up){0}", parents[parents.Count - 2]);
else
return "(Up)Base Layer";
}
return name;
}
}
public string ParentPath
{
get
{
if (parents == null || parents.Count == 0) return string.Empty;
StringBuilder sb = new StringBuilder();
for (int i = 0; i < parents.Count; i++) {
sb.Append(parents[i]);
if (i < parents.Count - 1)
sb.Append("/");
}
return sb.ToString();
}
}
public string NextParentPath {
get
{
List<string> next_parents = new List<string>();
if (parents != null && parents.Count != 0)
next_parents.AddRange(parents);
next_parents.Add(name);
StringBuilder sb = new StringBuilder();
for (int i = 0; i < next_parents.Count; i++)
{
sb.Append(next_parents[i]);
if (i < next_parents.Count - 1)
sb.Append("/");
}
return sb.ToString();
}
}
public string Parent
{
get {
if (parents == null || parents.Count == 0) return string.Empty;
return parents[parents.Count - 1];
}
}
#endregion
public bool CompareParent(FSMStateNodeData node)
{
if (BaseLayer() && node.BaseLayer()) return true;
if(parents == null || node.parents == null) return false;
if (node.parents.Count != this.parents.Count) return false;
for (int i = 0; i < parents.Count; i++)
{
if (!parents[i].Equals(node.parents[i]))
return false;
}
return true;
}
public bool CompareParent(List<string> parents) {
if (BaseLayer()) return parents == null || parents.Count == 0;
if (parents == null || this.parents == null) return false;
if (parents.Count != this.parents.Count) return false;
for (int i = 0; i < this.parents.Count; i++)
{
if (!this.parents[i].Equals(parents[i]))
return false;
}
return true;
}
public bool BaseLayer()
{
return this.parents == null || this.parents.Count == 0;
}
public bool ContainsParent(string parent)
{
if(BaseLayer()) return false;
return parents.Contains(parent);
}
public bool BelongToParent(string parent)
{
if(BaseLayer()) return false;
return parents[parents.Count - 1].Equals(parent);
}
public void RenameParent(string oldParent, string newName) {
int index = parents.IndexOf(oldParent);
parents[index] = newName;
}
public List<string> GetParent() {
List<string> parents = new List<string>();
if (parents == null) return parents;
parents.AddRange(this.parents);
return parents;
}
}
}

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using System.Collections.Generic;
namespace XFFSM
{
[System.Serializable]
public class GroupCondition
{
public List<FSMConditionData> conditions = new List<FSMConditionData>();
}
[System.Serializable]
public class FSMTransitionData
{
public string fromStateName;
public string toStateName;
public string Key
{
get {
return string.Format("{0}:{1}",fromStateName,toStateName);
}
}
public List<FSMConditionData> conditions = new List<FSMConditionData>();
public List<GroupCondition> group_conditions = new List<GroupCondition>();
public bool AutoSwtich = false;
public bool Empty
{
get {
if(conditions.Count != 0)
return false;
foreach (GroupCondition condition in group_conditions) {
if(condition.conditions.Count != 0)
return false;
}
return true;
}
}
}
}

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guid: a61269aeb473d154e9b6c9e33e8ec616
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using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace XFFSM
{
public class RuntimeFSMController : ScriptableObject
{
#if UNITY_EDITOR
/// <summary>
/// 背景线的中心点坐标
/// </summary>
[HideInInspector]
public Vector3 viewPosition = new Vector3(100,100,0);
[HideInInspector]
public Vector3 viewScale = Vector3.one * 0.8f;
/// <summary>
/// 当前用户选择的状态机层级
/// </summary>
[HideInInspector]
public List<string> Layers = new List<string>();
/// <summary>
/// 实例化该对象的源文件的GUID
/// </summary>
[HideInInspector]
public string originGUID;
public void AddLayer(string layer)
{
if(Layers.Contains(layer))
return;
Layers.Add(layer);
Save();
}
public void RemoveLayer(int index, int count)
{
Layers.RemoveRange(index, count);
Save();
}
/// <summary>
/// 清空当前用户选择的状态层级
/// </summary>
public void ClearLayer()
{
Layers.Clear();
Save();
}
#endif
/// <summary>
/// 所有的状态
/// </summary>
[HideInInspector]
public List<FSMStateNodeData> states = new List<FSMStateNodeData>();
/// <summary>
/// 所有的参数
/// </summary>
[HideInInspector]
public List<FSMParameterData> parameters = new List<FSMParameterData>();
/// <summary>
/// 保存所有的过渡
/// </summary>
[HideInInspector]
public List<FSMTransitionData> transitions = new List<FSMTransitionData>();
private Dictionary<string,FSMStateNodeData> states_dic = new Dictionary<string, FSMStateNodeData> ();
private Dictionary<string,FSMParameterData> parameters_dic = new Dictionary<string, FSMParameterData>();
private Dictionary<string, FSMStateNodeData> default_states_dic = new Dictionary<string, FSMStateNodeData>();
private Dictionary<string, FSMTransitionData> transitions_dic = new Dictionary<string, FSMTransitionData>();
public FSMStateNodeData GetStateNodeData(string name) {
if (name == null)
return null;
if (states_dic.Count == 0) {
foreach (FSMStateNodeData state in states)
{
if (states_dic.ContainsKey(state.name))
throw new System.Exception(string.Format("状态名称重复:{0}", state.name));
states_dic.Add (state.name, state);
}
}
if(states_dic.ContainsKey(name))
return states_dic[name];
return null;
}
public FSMParameterData GetParameterData(string name)
{
if(name == null)
return null;
if (parameters_dic.Count == 0) {
foreach (var item in parameters)
{
if (parameters_dic.ContainsKey(item.name))
throw new System.Exception(string.Format("参数名称重复:{0}", item.name));
parameters_dic.Add (item.name, item);
}
}
if(parameters_dic.ContainsKey(name))
return parameters_dic[name];
return null;
}
/// <summary>
/// 获取某一个层级的默认状态
/// </summary>
/// <param name="parent"></param>
/// <returns></returns>
public FSMStateNodeData GetDefaultStateNodeData(string parent)
{
if (parent == null)
return null;
if (default_states_dic.Count == 0)
{
foreach (var item in states)
{
if (!item.defaultState) continue;
if (default_states_dic.ContainsKey(item.Parent))
throw new System.Exception(string.Format("检测到层级:{0}有多个默认状态!",item.Parent));
default_states_dic.Add(item.Parent, item);
}
}
if(default_states_dic.ContainsKey(parent))
return default_states_dic[parent];
return null;
}
public FSMTransitionData GetTransitionData(string from, string to) {
if (transitions_dic.Count == 0) {
foreach (var item in transitions)
{
transitions_dic.Add(item.Key, item);
}
}
string key = string.Format("{0}:{1}",from,to);
if(transitions_dic.ContainsKey(key))
return transitions_dic[key];
return null;
}
#if UNITY_EDITOR
private Dictionary<string, List<FSMStateNodeData>> current_show_states = new Dictionary<string, List<FSMStateNodeData>>();
private Dictionary<string, List<FSMTransitionData>> current_show_transitions = new Dictionary<string, List<FSMTransitionData>>();
public void AddState(FSMStateNodeData state) {
ClearCache();
states.Add(state);
Save();
}
public void RemoveState(FSMStateNodeData state)
{
ClearCache();
states.Remove(state);
Save();
}
public void AddParameters(FSMParameterData data) {
ClearCache();
parameters.Add(data);
Save();
}
public void RemoveParameters(FSMParameterData data) {
ClearCache();
parameters.Remove(data);
Save();
}
public void AddTransition(FSMTransitionData data) {
ClearCache();
transitions.Add(data);
Save();
}
public void RemoveTransition(FSMTransitionData data) {
ClearCache();
transitions.Remove(data);
Save();
}
public void ClearCache()
{
states_dic.Clear();
parameters_dic.Clear();
default_states_dic.Clear();
current_show_states.Clear();
current_show_transitions.Clear();
transitions_dic.Clear();
}
public List<FSMStateNodeData> GetCurrentShowStateNodeData(string parent)
{
if (parent == null)
return null;
if (current_show_states.Count == 0)
{
foreach (var item in states)
{
if (current_show_states.ContainsKey(item.Parent))
{
current_show_states[item.Parent].Add(item);
}
else {
current_show_states.Add(item.Parent,new List<FSMStateNodeData> { item });
}
}
}
if (current_show_states.ContainsKey(parent))
{
List<FSMStateNodeData> current_show_state = current_show_states[parent];
if (current_show_state.Count == 0)
ClearLayer();
return current_show_state;
}
ClearLayer();
return null;
}
public List<FSMTransitionData> GetCurrentShowTransitionData(string parent)
{
if (parent == null)
return null;
if (current_show_transitions.Count == 0) {
foreach (var item in transitions)
{
FSMStateNodeData from = GetStateNodeData(item.fromStateName);
FSMStateNodeData to = GetStateNodeData(item.toStateName);
if (!from.Parent.Equals(to.Parent))
throw new System.Exception(string.Format("过渡的起始状态{0}和结束状态{1}不在同一个层级!",from.name,to.name));
if (current_show_transitions.ContainsKey(from.Parent))
current_show_transitions[from.Parent].Add(item);
else
current_show_transitions.Add(from.Parent, new List<FSMTransitionData>() { item});
}
}
if(current_show_transitions.ContainsKey(parent))
return current_show_transitions[parent];
return null;
}
#endif
public void Save() {
#if UNITY_EDITOR
UnityEditor.EditorUtility.SetDirty(this);
//UnityEditor.AssetDatabase.SaveAssets();
#endif
}
public void RefreshStateScripts()
{
#if UNITY_EDITOR
foreach (var state in states)
{
state.RefreshStateScripts(this);
}
#endif
}
#if UNITY_EDITOR
[InitializeOnLoadMethod]
static void RefreshAllStateScripts()
{
string[] controllers = AssetDatabase.FindAssets("t:RuntimeFSMController");
foreach (var item in controllers)
{
string path = AssetDatabase.GUIDToAssetPath(item);
RuntimeFSMController controller = AssetDatabase.LoadAssetAtPath<RuntimeFSMController>(path);
controller.RefreshStateScripts();
}
}
#endif
}
}

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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];
}
}
}
}
}

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