/// <summary> /// 创建有限状态机。 /// </summary> /// <typeparam name="T">有限状态机持有者类型。</typeparam> /// <param name="name">有限状态机名称。</param> /// <param name="owner">有限状态机持有者。</param> /// <param name="states">有限状态机状态集合。</param> /// <returns>要创建的有限状态机。</returns> public IFsm <T> CreateFsm <T>(string name, T owner, params FsmState <T>[] states) where T : class { if (HasFsm <T>(name)) { throw new GameFrameworkException(Utility.Text.Format("Already exist FSM '{0}'.", Utility.Text.GetFullName <T>(name))); } Fsm <T> fsm = Fsm <T> .Create(name, owner, states); m_Fsms.Add(Utility.Text.GetFullName <T>(name), fsm); return(fsm); }
/// <summary> /// 创建有限状态机。 /// </summary> /// <typeparam name="T">有限状态机持有者类型。</typeparam> /// <param name="name">有限状态机名称。</param> /// <param name="owner">有限状态机持有者。</param> /// <param name="states">有限状态机状态集合。</param> /// <returns>要创建的有限状态机。</returns> public IFsm <T> CreateFsm <T>(string name, T owner, List <FsmState <T> > states) where T : class { TypeNamePair typeNamePair = new TypeNamePair(typeof(T), name); if (HasFsm <T>(name)) { throw new GameFrameworkException(Utility.Text.Format("Already exist FSM '{0}'.", typeNamePair)); } Fsm <T> fsm = Fsm <T> .Create(name, owner, states); m_Fsms.Add(typeNamePair, fsm); return(fsm); }