public void AddTransition(ShooterAITransition trans, ShooterAIStateID id) { // Check if anyone of the args is invalid if (trans == ShooterAITransition.NullTransition) { Debug.LogError("FSMState ERROR: NullTransition is not allowed for a real transition"); return; } if (id == ShooterAIStateID.NullStateID) { Debug.LogError("FSMState ERROR: NullStateID is not allowed for a real ID"); return; } // Since this is a Deterministic FSM, // check if the current transition was already inside the map if (map.ContainsKey(trans)) { Debug.LogError("FSMState ERROR: State " + stateID.ToString() + " already has transition " + trans.ToString() + "Impossible to assign to another state"); return; } map.Add(trans, id); }
/// <summary> /// This method delete a state from the FSM List if it exists, /// or prints an ERROR message if the state was not on the List. /// </summary> public void DeleteState(ShooterAIStateID id) { // Check for NullState before deleting if (id == ShooterAIStateID.NullStateID) { Debug.LogError("FSM ERROR: NullStateID is not allowed for a real state"); return; } // Search the List and delete the state if it's inside it foreach (ShooterAIFSMState state in states) { if (state.ID == id) { states.Remove(state); return; } } Debug.LogError("FSM ERROR: Impossible to delete state " + id.ToString() + ". It was not on the list of states"); }
/// <summary> /// This method tries to change the state the FSM is in based on /// the current state and the transition passed. If current state /// doesn't have a target state for the transition passed, /// an ERROR message is printed. /// </summary> public void PerformTransition(ShooterAITransition trans) { // Check for NullTransition before changing the current state if (trans == ShooterAITransition.NullTransition) { Debug.LogError("FSM ERROR: NullTransition is not allowed for a real transition"); return; } // Check if the currentState has the transition passed as argument ShooterAIStateID id = currentState.GetOutputState(trans); if (id == ShooterAIStateID.NullStateID) { Debug.LogError("FSM ERROR: State " + currentStateID.ToString() + " does not have a target state " + " for transition " + trans.ToString()); return; } // Update the currentStateID and currentState currentStateID = id; foreach (ShooterAIFSMState state in states) { if (state.ID == currentStateID) { // Do the post processing of the state before setting the new one currentState.DoBeforeLeaving(); currentState = state; // Reset the state to its desired condition before it can reason or act currentState.DoBeforeEntering(); break; } } }
/// <summary> /// This method places new states inside the FSM, /// or prints an ERROR message if the state was already inside the List. /// First state added is also the initial state. /// </summary> public void AddState(ShooterAIFSMState s) { // Check for Null reference before deleting if (s == null) { Debug.LogError("FSM ERROR: Null reference is not allowed"); } // First State inserted is also the Initial state, // the state the machine is in when the simulation begins if (states.Count == 0) { states.Add(s); currentState = s; currentStateID = s.ID; return; } // Add the state to the List if it's not inside it foreach (ShooterAIFSMState state in states) { if (state.ID == s.ID) { Debug.LogError("FSM ERROR: Impossible to add state " + s.ID.ToString() + " because state has already been added"); return; } } states.Add(s); }