/// <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(); } }
/// <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); } }
/// <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); } }