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