public void ChangeState(T newState, StateTransition transition) { 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) { engine.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); engine.StartCoroutine(queuedChange); return; } } break; case StateTransition.Overwrite: if (currentTransition != null) { engine.StopCoroutine(currentTransition); } if (exitRoutine != null) { engine.StopCoroutine(exitRoutine); } if (enterRoutine != null) { engine.StopCoroutine(enterRoutine); } //Note: if we are currently in an EnterRoutine and Exit is also a routine, this will be skipped in ChangeToNewStateRoutine() break; } if ((currentState != null && currentState.hasExitRoutine) || nextState.hasEnterRoutine) { isInTransition = true; currentTransition = ChangeToNewStateRoutine(nextState, transition); engine.StartCoroutine(currentTransition); } else //Same frame transition, no coroutines are present { if (currentState != null) { currentState.ExitCall(); currentState.Finally(); } lastState = currentState; currentState = nextState; if (currentState != null) { currentState.EnterCall(); if (Changed != null) { Changed((T)currentState.state); } } isInTransition = false; } }
private void ChangeToNewState(T i_NewState) { if (m_StateLookup == null) { throw new Exception("States have not been configured, please call initialized before trying to set state."); } if (!m_StateLookup.ContainsKey(i_NewState)) { throw new Exception("No state with the name " + i_NewState.ToString() + " can be found. Please make sure you are called the correct type the statemachine was initialized with."); } StateMapping nextState = m_StateLookup[i_NewState]; if (m_CurrentState == nextState) { return; } // Cancel any queued changes. if (m_QueuedChange != null) { m_StateMachineRunner.StopCoroutine(m_QueuedChange); m_QueuedChange = null; } if (m_IsInTransition) { if (m_ExitRoutine != null) // We are already exiting current state on our way to our previous target state. { m_DestinationState = nextState; // Overwrite with our new target. return; } if (m_EnterRoutine != null) // We are already entering our previous target state. Need to wait for that to finish and call the exit routine. { m_QueuedChange = WaitForPreviousTransition(nextState); m_StateMachineRunner.StartCoroutine(m_QueuedChange); return; } } if ((m_CurrentState != null && m_CurrentState.hasExitRoutine) || nextState.hasEnterRoutine) { m_IsInTransition = true; m_CurrentTransition = ChangeToNewStateRoutine(nextState); m_StateMachineRunner.StartCoroutine(m_CurrentTransition); } else // Same frame transition, no coroutines are present. { if (m_CurrentState != null) { m_CurrentState.ExitCall(); m_CurrentState.Finally(); } m_PrevState = m_CurrentState; m_CurrentState = nextState; if (m_CurrentState != null) { m_CurrentState.EnterCall(); if (m_OnStateChanged != null) { m_OnStateChanged((T)m_CurrentState.state); } } m_IsInTransition = false; } }