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@@ -1,4 +1,5 @@
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using Cysharp.Threading.Tasks;
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@@ -44,11 +45,16 @@ namespace BITKit.StateMachine
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UniTask OnStateExitAsync(IState old, IState newState);
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}
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public interface IStateMachine<T> where T:IState
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public interface IMicroStateMachine<T>
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{
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T CurrentState { get; }
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event Action<T, T> OnStateChanged;
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T TransitionState<TState>() where TState : T;
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T TransitionState(T state);
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}
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public interface IStateMachine<T>:IMicroStateMachine<T> where T:IState
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{
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bool Enabled { get; set; }
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T CurrentState { get; }
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event Action<T,T> OnStateChanged;
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event Action<T> OnStateRegistered;
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event Action<T> OnStateUnRegistered;
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@@ -56,13 +62,72 @@ namespace BITKit.StateMachine
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void Initialize();
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void UpdateState(float deltaTime);
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void DisposeState();
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T TransitionState<TState>() where TState : T;
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T TransitionState(T state);
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void Register(T newState) => throw new NotImplementedException("未实现的接口");
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void UnRegister(T newState) => throw new NotImplementedException("未实现的接口");
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void InvokeOnStateRegistered(T state){}
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void InvokeOnStateUnRegistered(T state){}
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}
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public class MicroStateMachine<T> : IMicroStateMachine<T>
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{
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public T CurrentState { get; private set; }
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public event Action<T, T> OnStateChanged;
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private readonly ConcurrentDictionary<Type,T> _stateDictionary=new();
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public T TransitionState<TState>() where TState : T
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{
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var state = _stateDictionary.GetOrAdd(typeof(TState), Activator.CreateInstance<TState>());
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return TransitionState(state);
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}
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public T TransitionState(T state)
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{
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_stateDictionary.TryAdd(state.GetType(), state);
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if (Equals(state, CurrentState)) return default;
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var currentState = CurrentState;
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CurrentState = state;
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OnStateChanged?.Invoke(currentState, state);
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return state;
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}
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}
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public abstract class StateAsync:IStateAsync
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{
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public virtual bool Enabled { get; set; }
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public virtual void Initialize()
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{
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}
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public virtual void OnStateEntry(IState old)
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{
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}
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public virtual void OnStateUpdate(float deltaTime)
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{
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}
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public virtual void OnStateExit(IState old, IState newState)
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{
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}
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public virtual int Identifier { get; set; }
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public virtual UniTask InitializeAsync()
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{
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return UniTask.CompletedTask;
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}
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public virtual UniTask OnStateEntryAsync(IState old)
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{ return UniTask.CompletedTask;
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}
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public virtual UniTask OnStateUpdateAsync(float deltaTime)
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{ return UniTask.CompletedTask;
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}
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public virtual UniTask OnStateExitAsync(IState old, IState newState)
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{ return UniTask.CompletedTask;
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}
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}
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public static class StateMachineUtils
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{
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public static void Register<T>(this IStateMachine<T> stateMachine, T newState) where T : IState
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