using System;
using System.Collections.Generic;
using BITKit.StateMachine;
using UnityEngine;
namespace BITKit.Entities.Player
{
///
/// 基于状态机的玩家组件
///
/// 状态,继承于
public abstract class StateBasedPlayerComponent : EntityPlayerComponent,IStateMachine where T : IState
{
[SerializeField] private MonoStateMachine stateMachine;
public override void Initialize(IEntity _entity)
{
base.Initialize(_entity);
stateMachine?.Initialize();
}
public bool Enabled
{
get => stateMachine.Enabled;
set => stateMachine.Enabled = value;
}
public T CurrentState
{
get => stateMachine.CurrentState;
set => stateMachine.CurrentState = value;
}
public event Action OnStateChanged
{
add => stateMachine.OnStateChanged += value;
remove => stateMachine.OnStateChanged -= value;
}
public IDictionary StateDictionary => stateMachine.StateDictionary;
void IStateMachine.Initialize()
{
stateMachine.Initialize();
}
public void UpdateState(float deltaTime)
{
stateMachine.UpdateState(deltaTime);
}
public void DisposeState()
{
stateMachine.DisposeState();
}
public void TransitionState() where State : T
{
stateMachine.TransitionState();
}
public void TransitionState(T state)
{
stateMachine.TransitionState(state);
}
}
}