示例#1
0
        public void Update(float deltaTime)
        {
            this.CheckPossibleNextStates();
            _currentState.Update(deltaTime);
            _elapsedTimeInCurrentState += deltaTime;

            bool shouldExit         = _currentState.CheckIfShouldExit();
            bool shouldExitFromTime = _currentState.CheckIfShouldExitFromFiniteTime();

            if (shouldExit || shouldExitFromTime)
            {
                TransitionMap currentTransitionMap = _transitions[_currentState.GetType()];
                if (currentTransitionMap.PossibleStatesToTransitionTo.Count <= 0)
                {
                    Debug.LogError("FiniteStateMachine::Update - current state attempting to exit, missing transitions to exit to.");
                    return;
                }

                List <System.Type> possibleStatesToTransitionTo = currentTransitionMap.PossibleStatesToTransitionTo;
                if (shouldExitFromTime)
                {
                    possibleStatesToTransitionTo = possibleStatesToTransitionTo.Where(type => _states[type].IsFinite).ToList();
                }

                System.Type  nextStateType = possibleStatesToTransitionTo.PickRandom();
                FSMState <T> nextState     = _states[nextStateType];
                this.ChangeState(nextState);
            }
        }
示例#2
0
        public void AddState(FSMState <T> state)
        {
            state.SetupWithMachineAndContext(this, _context);
            _states[state.GetType()] = state;

            TransitionMap transitionMap = new TransitionMap();

            transitionMap.PossibleStatesToTransitionTo   = new List <System.Type>();
            transitionMap.PossibleStatesToTransitionFrom = new List <System.Type>();
            _transitions[state.GetType()] = transitionMap;
        }
示例#3
0
        protected bool CheckPossibleNextStates()
        {
            TransitionMap currentTransitionMap = _transitions[_currentState.GetType()];

            foreach (System.Type stateType in currentTransitionMap.PossibleStatesToTransitionTo)
            {
                FSMState <T> state          = _states[stateType];
                bool         shouldTakeover = state.CheckIfShouldTakeoverCurrentState();
                if (shouldTakeover)
                {
                    this.ChangeState(state);
                    return(true);
                }
            }
            return(false);
        }
示例#4
0
        public void AddTransition(FSMState <T> state, FSMState <T> otherState)
        {
            System.Type stateType      = state.GetType();
            System.Type otherStateType = otherState.GetType();
            if (!_transitions.ContainsKey(stateType) || !_transitions.ContainsKey(otherStateType))
            {
                Debug.LogError("FiniteStateMachine::AddTransition - Invalid state types!");
                return;
            }

            TransitionMap transitionMap      = _transitions[stateType];
            TransitionMap otherTransitionMap = _transitions[otherStateType];

            if (transitionMap.PossibleStatesToTransitionTo.Contains(otherStateType) || otherTransitionMap.PossibleStatesToTransitionFrom.Contains(stateType))
            {
                Debug.LogError("FiniteStateMachine::AddTransition - State already found inside possible states to transition to!");
                return;
            }

            transitionMap.PossibleStatesToTransitionTo.Add(otherStateType);
            otherTransitionMap.PossibleStatesToTransitionFrom.Add(stateType);
        }