private IEnumerator WaitForPreviousTransition(StateMapping i_NextState) { while (m_IsInTransition) { yield return(null); } ChangeState((T)i_NextState.state); }
IEnumerator WaitForPreviousTransition(StateMapping nextState) { while (isInTransition) { yield return(null); } ChangeState((T)nextState.state); }
private IEnumerator ChangeToNewStateRoutine(StateMapping i_NewState) { m_DestinationState = i_NewState; // Chache this so that we can overwrite it and hijack a transition. if (m_CurrentState != null) { if (m_CurrentState.hasExitRoutine) { m_ExitRoutine = m_CurrentState.ExitRoutine(); if (m_ExitRoutine != null) { yield return(m_StateMachineRunner.StartCoroutine(m_ExitRoutine)); } m_ExitRoutine = null; } else { m_CurrentState.ExitCall(); } m_CurrentState.Finally(); } m_PrevState = m_CurrentState; m_CurrentState = m_DestinationState; if (m_CurrentState != null) { if (m_CurrentState.hasEnterRoutine) { m_EnterRoutine = m_CurrentState.EnterRoutine(); if (m_EnterRoutine != null) { yield return(m_StateMachineRunner.StartCoroutine(m_EnterRoutine)); } m_EnterRoutine = null; } else { m_CurrentState.EnterCall(); } // Broadcast change only after enter transition has begun. if (m_OnStateChanged != null) { m_OnStateChanged((T)m_CurrentState.state); } } m_IsInTransition = false; }
private IEnumerator ChangeToNewStateRoutine(StateMapping newState, StateTransition transition) { destinationState = newState; //Chache this so that we can overwrite it and hijack a transition if (currentState != null) { if (currentState.hasExitRoutine) { exitRoutine = currentState.ExitRoutine(); if (exitRoutine != null && transition != StateTransition.Overwrite) //Don't wait for exit if we are overwriting { yield return(engine.StartCoroutine(exitRoutine)); } exitRoutine = null; } else { currentState.ExitCall(); } currentState.Finally(); } lastState = currentState; currentState = destinationState; if (currentState != null) { if (currentState.hasEnterRoutine) { enterRoutine = currentState.EnterRoutine(); if (enterRoutine != null) { yield return(engine.StartCoroutine(enterRoutine)); } enterRoutine = null; } else { currentState.EnterCall(); } //Broadcast change only after enter transition has begun. if (Changed != null) { Changed((T)currentState.state); } } isInTransition = false; }
public StateMachine(StateMachineRunner engine, MonoBehaviour component) { this.engine = engine; this.component = component; //Define States var values = Enum.GetValues(typeof(T)); if (values.Length < 1) { throw new ArgumentException("Enum provided to Initialize must have at least 1 visible definition"); } 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); } //Reflect methods var methods = component.GetType().GetMethods(BindingFlags.Instance | BindingFlags.DeclaredOnly | BindingFlags.Public | BindingFlags.NonPublic); //Bind methods to states 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); //Ignore functions without an underscore if (names.Length <= 1) { continue; } Enum key; try { key = (Enum)Enum.Parse(typeof(T), names[0]); } catch (ArgumentException) { //Not an method as listed in the state enum 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; } } //Create nil state mapping currentState = new StateMapping(null); }
public void ChangeState(T newState, StateTransition transition) { if (stateLookup == null) { throw new Exception("States have not been configured, please call initialized before trying to set state"); } if (!stateLookup.ContainsKey(newState)) { throw new Exception("No state with the name " + newState.ToString() + " can be found. Please make sure you are called the correct type the statemachine was initialized with"); } var nextState = stateLookup[newState]; if (currentState == nextState) { return; } //Cancel any queued changes. if (queuedChange != null) { engine.StopCoroutine(queuedChange); queuedChange = null; } switch (transition) { //case StateMachineTransition.Blend: //Do nothing - allows the state transitions to overlap each other. This is a dumb idea, as previous state might trigger new changes. //A better way would be to start the two couroutines at the same time. IE don't wait for exit before starting start. //How does this work in terms of overwrite? //Is there a way to make this safe, I don't think so? //break; case StateTransition.Safe: if (isInTransition) { if (exitRoutine != null) //We are already exiting current state on our way to our previous target state { //Overwrite with our new target destinationState = nextState; return; } if (enterRoutine != null) //We are already entering our previous target state. Need to wait for that to finish and call the exit routine. { //Damn, I need to test this hard queuedChange = WaitForPreviousTransition(nextState); engine.StartCoroutine(queuedChange); return; } } break; case StateTransition.Overwrite: if (currentTransition != null) { engine.StopCoroutine(currentTransition); } if (exitRoutine != null) { engine.StopCoroutine(exitRoutine); } if (enterRoutine != null) { engine.StopCoroutine(enterRoutine); } //Note: if we are currently in an EnterRoutine and Exit is also a routine, this will be skipped in ChangeToNewStateRoutine() break; } if ((currentState != null && currentState.hasExitRoutine) || nextState.hasEnterRoutine) { isInTransition = true; currentTransition = ChangeToNewStateRoutine(nextState, transition); engine.StartCoroutine(currentTransition); } else //Same frame transition, no coroutines are present { if (currentState != null) { currentState.ExitCall(); currentState.Finally(); } lastState = currentState; currentState = nextState; if (currentState != null) { currentState.EnterCall(); if (Changed != null) { Changed((T)currentState.state); } } isInTransition = false; } }
private void ChangeToNewState(T i_NewState) { if (m_StateLookup == null) { throw new Exception("States have not been configured, please call initialized before trying to set state."); } if (!m_StateLookup.ContainsKey(i_NewState)) { throw new Exception("No state with the name " + i_NewState.ToString() + " can be found. Please make sure you are called the correct type the statemachine was initialized with."); } StateMapping nextState = m_StateLookup[i_NewState]; if (m_CurrentState == nextState) { return; } // Cancel any queued changes. if (m_QueuedChange != null) { m_StateMachineRunner.StopCoroutine(m_QueuedChange); m_QueuedChange = null; } if (m_IsInTransition) { if (m_ExitRoutine != null) // We are already exiting current state on our way to our previous target state. { m_DestinationState = nextState; // Overwrite with our new target. return; } if (m_EnterRoutine != null) // We are already entering our previous target state. Need to wait for that to finish and call the exit routine. { m_QueuedChange = WaitForPreviousTransition(nextState); m_StateMachineRunner.StartCoroutine(m_QueuedChange); return; } } if ((m_CurrentState != null && m_CurrentState.hasExitRoutine) || nextState.hasEnterRoutine) { m_IsInTransition = true; m_CurrentTransition = ChangeToNewStateRoutine(nextState); m_StateMachineRunner.StartCoroutine(m_CurrentTransition); } else // Same frame transition, no coroutines are present. { if (m_CurrentState != null) { m_CurrentState.ExitCall(); m_CurrentState.Finally(); } m_PrevState = m_CurrentState; m_CurrentState = nextState; if (m_CurrentState != null) { m_CurrentState.EnterCall(); if (m_OnStateChanged != null) { m_OnStateChanged((T)m_CurrentState.state); } } m_IsInTransition = false; } }
// CTOR public StateMachine(StateMachineRunner i_StateMachineRunner, MonoBehaviour i_Component) { m_StateMachineRunner = i_StateMachineRunner; m_Component = i_Component; // Define states. Array values = Enum.GetValues(typeof(T)); if (values.Length < 1) { throw new ArgumentException("Enum provided to Initialize must have at least 1 visible definition."); } m_StateLookup = new Dictionary <object, StateMapping>(); for (int valueIndex = 0; valueIndex < values.Length; ++valueIndex) { StateMapping mapping = new StateMapping((Enum)values.GetValue(valueIndex)); m_StateLookup.Add(mapping.state, mapping); } // Reflect methods. MethodInfo[] methods = i_Component.GetType().GetMethods(BindingFlags.Instance | BindingFlags.DeclaredOnly | BindingFlags.Public | BindingFlags.NonPublic); // Bind methods to states. string separatorString = "_"; char[] separator = separatorString.ToCharArray(); for (int methodIndex = 0; methodIndex < methods.Length; ++methodIndex) { MethodInfo methodInfo = methods[methodIndex]; if (methodInfo.GetCustomAttributes(typeof(CompilerGeneratedAttribute), true).Length != 0) { continue; } string methodName = methodInfo.Name; string[] nameSplit = methodName.Split(separator); // Ignore functions without an underscore. if (nameSplit.Length <= 1) { continue; } Enum key; try { key = (Enum)Enum.Parse(typeof(T), nameSplit[0]); } catch (ArgumentException) { continue; // Selected method is not list in state enum. } StateMapping targetMapping = m_StateLookup[key]; switch (nameSplit[1]) { case "Enter": if (methodInfo.ReturnType == typeof(IEnumerator)) { targetMapping.hasEnterRoutine = true; targetMapping.EnterRoutine = CreateDelegate <Func <IEnumerator> >(methodInfo, i_Component); } else { targetMapping.hasEnterRoutine = false; targetMapping.EnterCall = CreateDelegate <Action>(methodInfo, i_Component); } break; case "Exit": if (methodInfo.ReturnType == typeof(IEnumerator)) { targetMapping.hasExitRoutine = true; targetMapping.ExitRoutine = CreateDelegate <Func <IEnumerator> >(methodInfo, i_Component); } else { targetMapping.hasExitRoutine = false; targetMapping.ExitCall = CreateDelegate <Action>(methodInfo, i_Component); } break; case "Finally": targetMapping.Finally = CreateDelegate <Action>(methodInfo, i_Component); break; case "FixedUpdate": targetMapping.FixedUpdate = CreateDelegate <Action>(methodInfo, i_Component); break; case "Update": targetMapping.Update = CreateDelegate <Action>(methodInfo, i_Component); break; case "LateUpdate": targetMapping.LateUpdate = CreateDelegate <Action>(methodInfo, i_Component); break; } } // Create nil state mapping. m_CurrentState = new StateMapping(null); }