BITKit/Src/Unity/Scripts/Entity/Core/StateBasedComponent.cs

68 lines
1.4 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using BITKit.Entities;
using BITKit.StateMachine;
using UnityEngine;
namespace BITKit.Entities
{
public class StateBasedComponent<T> : EntityComponent,IStateMachine<T> where T : IState
{
[SerializeField] private MonoStateMachine<T> stateMachine;
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;
public override void Initialize(IEntity _entity)
{
base.Initialize(_entity);
if (stateMachine is null)
{
Debug.LogWarning(GetType().Name);
}
else
{
stateMachine.Initialize();
}
}
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);
}
}
}