BITFALL/Assets/BITKit/Unity/Scripts/Entity/Player/StateBasedPlayerComponent.cs

67 lines
1.4 KiB
C#

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