/// <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(DCFSMState 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.ID, s); currentState = s; currentStateID = s.ID; return; } // Add the state to the List if it's not inside it if (states.ContainsKey(s.ID)) { Debug.LogError("FSM ERROR: Impossible to add state " + s.ID.ToString() + " because state has already been added"); return; } states.Add(s.ID, s); }
public void BackToPreviousState() { if (mStateStack.Count > 1) { var top = mStateStack.Pop(); top.DoBeforeLeaving(); var previous = mStateStack.Pop(); currentStateID = previous.ID; currentState = previous; previous.DoBeforeEntering(); } }
/// <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(int trans) { // Check for NullTransition before changing the current state if (trans == DCFSMState.common_none_trans) { Debug.LogError("FSM ERROR: NullTransition is not allowed for a real transition"); return; } // Check if the currentState has the transition passed as argument var id = currentState.GetOutputState(trans); if (id == DCFSMState.common_none_state) { 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; if (states.TryGetValue(id, out var state)) { // Do the post processing of the state before setting the new one currentState.DoBeforeLeaving(); currentState = state; //如果栈里面已经有这个状态,删除这个状态 Toolkit.RemoveFromStack(mStateStack, currentState); //加到状态栈 mStateStack.Push(currentState); // Reset the state to its desired condition before it can reason or act currentState.DoBeforeEntering(); } }