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Packages/Runtime/StateMachine/MonoStateMachine.cs
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68
Packages/Runtime/StateMachine/MonoStateMachine.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace BITKit.StateMachine
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{
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[System.Serializable]
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public abstract class MonoStateMachine<TState> : IStateMachine<TState>, IMonoProxy, IStart, IUpdate
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where TState : IState
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{
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[Header(Constant.Header.Settings)]
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public string name;
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[Header(Constant.Header.Settings)]
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[SerializeField, SerializeReference, SubclassSelector]
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TState currentState;
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public TState CurrentState
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{
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get => currentState;
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set => currentState = value;
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}
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[Header(Constant.Header.Components)]
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[SerializeReference, SubclassSelector] public List<TState> states = new();
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public IDictionary<Type, TState> StateDictonary { get; } = new Dictionary<Type, TState>();
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public IStateMachine<TState> StateMachine => this as IStateMachine<TState>;
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TState tempState;
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public virtual void OnStart()
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{
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foreach (var state in states)
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{
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//state.TransitionState = InternalTransitionState;
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state.Initialize();
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StateDictonary.Add(state.GetType(), state);
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}
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if (states.Count > 0)
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{
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var index = states[0];
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StateMachine.TransitionState(index);
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}
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}
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public virtual void ExitState()
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{
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CurrentState?.OnStateExit(CurrentState, null);
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CurrentState = default;
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}
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public virtual void RecoveryState()
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{
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if (tempState is not null)
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{
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StateMachine.TransitionState(tempState);
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}
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else
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{
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StateMachine.TransitionState(states[0]);
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}
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}
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public virtual void OnUpdate(float deltaTime)
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{
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CurrentState?.OnStateUpdate();
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}
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void InternalTransitionState(IState state)
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{
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if (state is TState tState)
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{
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StateMachine.TransitionState(tState);
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}
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}
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}
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}
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