Beispiel #1
0
        /// <summary>
        /// Called on start and call's OnInitialize.
        /// </summary>
        private void Initialize()
        {
            m_states = new Dictionary <string, State>();
            Context  = new Context
            {
                Owner      = GetComponent <Player>(),
                OwnerAgent = GetComponent <NavMeshAgent>()
            };

            foreach (var state in States)
            {
                AddState(state);
            }

            OnInitialize();

            if (!string.IsNullOrEmpty(StartState))
            {
                Active = true;
                ChangeState(StartState);
            }
            else if (StartState == null)
            {
                FSMHelper.Log(LogVerbose, $"Start State is null! Please assign one.");
            }
        }
Beispiel #2
0
 /// <summary>
 /// Remove state.If needed ?w
 /// </summary>
 /// <param name="state"></param>
 public void RemoveState(string state)
 {
     if (m_states.ContainsKey(state))
     {
         m_states.Remove(state);
         FSMHelper.Log(LogVerbose, $"State removed : {state}");
     }
 }
Beispiel #3
0
 /// <summary>
 /// Add a new state that will be taken care of
 /// </summary>
 /// <param name="state"></param>
 public void AddState(State state)
 {
     if (!m_states.ContainsKey(state.Name()))
     {
         state.Setup(this);
         m_states.Add(state.Name(), state);
         FSMHelper.Log(LogVerbose, $"New State added : {state.Name()}");
     }
 }
Beispiel #4
0
        /// <summary>
        /// State will be changed immediately.
        /// </summary>
        /// <param name="newState"></param>
        public void ChangeState(string newState)
        {
            if (m_states.ContainsKey(newState) && !string.Equals(CurrentState, newState))
            {
                m_previousState = m_currentState;
                m_previousState?.OnLeave();

                m_currentState = m_states[newState];
                m_currentState.OnEnter();
                CurrentState = newState;
                FSMHelper.Log(LogVerbose, $"State changed from {m_previousState.Name()} to {m_currentState.Name()}");
            }
        }
Beispiel #5
0
        /// <summary>
        /// Update every decision.
        /// </summary>
        private void UpdateDecisions()
        {
            if (m_currentState.Decisions == null)
            {
                return;
            }

            foreach (var decision in m_currentState.Decisions)
            {
                if (decision.IsValid(Context))
                {
                    LastDecisionMade = decision.Name();
                    FSMHelper.Log(LogVerbose, $"Decisions validated : {LastDecisionMade}");
                }
            }
        }