Ejemplo n.º 1
0
        public static MonoFSM <T> Init(MonoBehaviour component, T startState)
        {
            var engine = component.GetComponent <MonoFSMRunner>();

            if (engine == null)
            {
                engine = component.gameObject.AddComponent <MonoFSMRunner>();
            }

            return(engine.Initialize <T>(component, startState));
        }
Ejemplo n.º 2
0
        public MonoFSM(MonoFSMRunner engine, MonoBehaviour component)
        {
            this.engine    = engine;
            this.component = component;

            var values = Enum.GetValues(typeof(T));

            if (values.Length < 1)
            {
                throw new ArgumentException("必须至少定义一个枚举的,亲!");
            }

            stateLookup = new Dictionary <object, StateMapping>();
            for (int i = 0; i < values.Length; i++)
            {
                var mapping = new StateMapping((Enum)values.GetValue(i));
                stateLookup.Add(mapping.state, mapping);
            }

            var methods = component.GetType().GetMethods(BindingFlags.Instance | BindingFlags.DeclaredOnly | BindingFlags.Public |
                                                         BindingFlags.NonPublic);

            var separator = "_".ToCharArray();

            for (int i = 0; i < methods.Length; i++)
            {
                if (methods[i].GetCustomAttributes(typeof(CompilerGeneratedAttribute), true).Length != 0)
                {
                    continue;
                }

                var names = methods[i].Name.Split(separator);

                if (names.Length <= 1)
                {
                    continue;
                }

                Enum key;
                try
                {
                    key = (Enum)Enum.Parse(typeof(T), names[0]);
                }
                catch (ArgumentException)
                {
                    continue;
                }

                var targetState = stateLookup[key];

                switch (names[1])
                {
                case "Enter":
                    if (methods[i].ReturnType == typeof(IEnumerator))
                    {
                        targetState.HasEnterRoutine = true;
                        targetState.EnterRoutine    = CreateDelegate <Func <IEnumerator> >(methods[i], component);
                    }
                    else
                    {
                        targetState.HasEnterRoutine = false;
                        targetState.EnterCall       = CreateDelegate <Action>(methods[i], component);
                    }
                    break;

                case "Exit":
                    if (methods[i].ReturnType == typeof(IEnumerator))
                    {
                        targetState.HasExitRoutine = true;
                        targetState.ExitRoutine    = CreateDelegate <Func <IEnumerator> >(methods[i], component);
                    }
                    else
                    {
                        targetState.HasExitRoutine = false;
                        targetState.ExitCall       = CreateDelegate <Action>(methods[i], component);
                    }
                    break;

                case "Finally":
                    targetState.Finally = CreateDelegate <Action>(methods[i], component);
                    break;

                case "Update":
                    targetState.Update = CreateDelegate <Action>(methods[i], component);
                    break;

                case "LateUpdate":
                    targetState.LateUpdate = CreateDelegate <Action>(methods[i], component);
                    break;

                case "FixedUpdate":
                    targetState.FixedUpdate = CreateDelegate <Action>(methods[i], component);
                    break;

                case "OnCollisionEnter":
                    targetState.OnCollisionEnter = CreateDelegate <Action <Collision> >(methods[i], component);
                    break;
                }
            }

            currentState = new StateMapping(null);
        }