private IEnumerator ChangeToNewStateRoutine(StateMapping newState, MonoFSMStateTransitionOption transition) { destinationState = newState; if (currentState != null) { if (currentState.HasExitRoutine) { exitRoutine = currentState.ExitRoutine(); if (exitRoutine != null && transition != MonoFSMStateTransitionOption.Overwrite) { 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(); } if (OnFSMStateChangedEventHandler != null) { OnFSMStateChangedEventHandler((T)currentState.state); } } isInTransition = false; }
public void ChangeState(T newState, MonoFSMStateTransitionOption transition) { if (stateLookup == null) { throw new Exception("没有配置状态机的状态,请调用Init方法进行初始化"); } if (!stateLookup.ContainsKey(newState)) { throw new Exception("没有定义<<" + newState.ToString() + ">>这个状态"); } var nextState = stateLookup[newState]; if (currentState == nextState) { return; } if (queuedChange != null) { engine.StopCoroutine(queuedChange); queuedChange = null; } switch (transition) { case MonoFSMStateTransitionOption.Safe: if (isInTransition) { if (exitRoutine != null) { destinationState = nextState; return; } if (enterRoutine != null) { queuedChange = WaitForPreviousTransition(nextState); engine.StartCoroutine(queuedChange); return; } } break; case MonoFSMStateTransitionOption.Overwrite: if (currentTransition != null) { engine.StopCoroutine(currentTransition); } if (exitRoutine != null) { engine.StopCoroutine(exitRoutine); } if (enterRoutine != null) { engine.StopCoroutine(enterRoutine); } break; } if ((currentState != null && currentState.HasExitRoutine) || nextState.HasEnterRoutine) { isInTransition = true; currentTransition = ChangeToNewStateRoutine(nextState, transition); engine.StartCoroutine(currentTransition); } else { if (currentState != null) { currentState.ExitCall(); currentState.Finally(); } lastState = currentState; currentState = nextState; if (currentState != null) { currentState.EnterCall(); if (OnFSMStateChangedEventHandler != null) { OnFSMStateChangedEventHandler((T)currentState.state); } } isInTransition = false; } }