BITKit/Packages/Runtime~/Unity/Scripts/Mono/StateBasedMonoBehaviour.cs

59 lines
1.2 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using BITKit.StateMachine;
using UnityEngine;
namespace BITKit
{
public abstract class StateBasedMonoBehaviour<T> : MonoBehaviour, 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 virtual void Initialize()
{
stateMachine.Initialize();
}
public virtual void UpdateState()
{
stateMachine.UpdateState();
}
public virtual void DisposeState()
{
stateMachine.DisposeState();
}
public virtual void TransitionState<State>() where State : T
{
stateMachine.TransitionState<State>();
}
public virtual void TransitionState(T state)
{
stateMachine.TransitionState(state);
}
}
}