IEnumerator WaitForPreviousTransition(StateMapping nextState) { while (isInTransition) { yield return(null); } ChangeState(nextState.state); }
private IEnumerator ChangeToNewStateRoutine(StateMapping newState) { destinationState = newState; //Chache this so that we can overwrite it and hijack a transition if (currentState != null) { exitRoutine = currentState.Exit(); if (exitRoutine != null) { yield return(StartCoroutine(exitRoutine)); } exitRoutine = null; currentState.Finally(); } currentState = destinationState; if (currentState != null) { enterRoutine = currentState.Enter(); if (enterRoutine != null) { yield return(StartCoroutine(enterRoutine)); } enterRoutine = null; //Broadcast change only after enter transition has begun. if (Changed != null) { Changed(currentState.state); } } isInTransition = false; }
public void Initialize <T>(StateBehaviour entity) { //Define States var values = Enum.GetValues(typeof(T)); stateLookup = new Dictionary <Enum, 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 = entity.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++) { 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) { //Some things (evetns, properties) generate automatic method. Ignore these for (int j = 0; j < ignoredNames.Length; j++) { if (names[0] == ignoredNames[j]) { goto SkipWarning; } } Debug.LogWarning("Method with name " + methods[i].Name + " could not resolve a matching state. Check method spelling"); continue; SkipWarning: continue; } var targetState = stateLookup[key]; switch (names[1]) { case "Enter": if (methods[i].ReturnType == typeof(IEnumerator)) { targetState.Enter = CreateDelegate <Func <IEnumerator> >(methods[i], entity); } else { var action = CreateDelegate <Action>(methods[i], entity); targetState.Enter = () => { action(); return(null); }; } break; case "Exit": if (methods[i].ReturnType == typeof(IEnumerator)) { targetState.Exit = CreateDelegate <Func <IEnumerator> >(methods[i], entity); } else { var action = CreateDelegate <Action>(methods[i], entity); targetState.Exit = () => { action(); return(null); }; } break; case "Finally": targetState.Finally = CreateDelegate <Action>(methods[i], entity); break; case "Update": targetState.Update = CreateDelegate <Action>(methods[i], entity); break; case "LateUpdate": targetState.LateUpdate = CreateDelegate <Action>(methods[i], entity); break; case "FixedUpdate": targetState.FixedUpdate = CreateDelegate <Action>(methods[i], entity); break; } } }
public void ChangeState(Enum newState, StateTransition transition = StateTransition.Safe) { 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) { 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); StartCoroutine(queuedChange); return; } } break; case StateTransition.Overwrite: if (currentTransition != null) { StopCoroutine(currentTransition); } if (exitRoutine != null) { StopCoroutine(exitRoutine); } if (enterRoutine != null) { StopCoroutine(enterRoutine); } if (currentState != null) { currentState.Finally(); } currentState = null; //We need to set current state to null so that we don't trigger it's exit routine break; } isInTransition = true; currentTransition = ChangeToNewStateRoutine(nextState); StartCoroutine(currentTransition); }