Пример #1
0
        /// <summary>
        /// 状态机状态翻转
        /// </summary>
        /// <param name="state">指定状态机</param>
        /// <returns>执行结果</returns>
        public static async ETTask ChangeState <State, T, U, V>(this FSMComponent self, T t, U u, V v) where State : Entity
        {
            CoroutineLock coroutine = null;

            try
            {
                coroutine = await CoroutineLockComponent.Instance.Wait(CoroutineLockType.FSM, self.Id);

                Entity _tmpState = self.GetState <State>();       //要改变的状态不存在
                if (_tmpState == null)
                {
                    Log.Warning("FSMSystem(容错):该状态【{0}】不存在于状态机中!", typeof(State).Name);
                }
                if (self.CurrentState != null) //当前状态不为空
                {
                    await FSMEventSystem.Instance.FSMOnExit(self.CurrentState);
                }
                self.CurrentState = _tmpState;                                        //缓存为当前状态
                await FSMEventSystem.Instance.FSMOnEnter(self.CurrentState, t, u, v); //触发当前状态的OnEnter
            }
            finally
            {
                coroutine?.Dispose();
            }
        }
Пример #2
0
        /// <summary>
        /// 添加指定的状态
        /// </summary>
        /// <typeparam name="State"></typeparam>
        /// <param name="self"></param>
        public static void AddState <State, T, U, V>(this FSMComponent self, T t, U u, V v) where State : Entity, IAwake <T, U, V>
        {
            Entity _tmpState = self.GetState <State>();

            if (_tmpState == null)
            {
                var state = self.AddChild <State, T, U, V>(t, u, v);
                self.m_dic.Add(typeof(State), state);
            }
            else
            {
                Log.Warning("FSMSystem(容错):该状态【{0}】已经被添加!", typeof(State).Name);
            }
        }
Пример #3
0
        /// <summary>
        /// 删除状态
        /// </summary>
        /// <typeparam name="State"></typeparam>
        /// <param name="self"></param>
        /// <param name="_state"></param>
        public static void RemoveState <State>(this FSMComponent self) where State : Entity
        {
            Entity _tmpState = self.GetState <State>();

            if (_tmpState != null)
            {
                if (self.CurrentState == _tmpState)
                {
                    Log.Warning("FSMSystem(容错):该状态【{0}】正在进行!", typeof(State).Name);
                }
                else
                {
                    self.m_dic.Remove(typeof(State));
                    _tmpState.Dispose();
                }
            }
            else
            {
                Log.Warning("FSMSystem(容错):该状态【{0}】已经被移除!", typeof(State).Name);
            }
        }