using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
namespace BITKit.StateMachine
{
public struct EmptyState:IState
{
public bool Enabled { get; set; }
public void Initialize()
{
}
public void OnStateEntry(IState old)
{
}
public void OnStateUpdate(float deltaTime)
{
}
public void OnStateExit(IState old, IState newState)
{
}
}
public interface IState
{
bool Enabled { get; set; }
void Initialize();
void OnStateEntry(IState old);
void OnStateUpdate(float deltaTime);
void OnStateExit(IState old, IState newState);
}
public interface IStateAsync:IState
{
///
/// 识别符,用于识别多个相同状态但不同用途的状态机
///
int Identifier { get; set; }
UniTask InitializeAsync();
UniTask OnStateEntryAsync(IState old);
UniTask OnStateUpdateAsync(float deltaTime);
UniTask OnStateExitAsync(IState old, IState newState);
}
public interface IMicroStateMachine
{
T CurrentState { get; }
event Action OnStateChanged;
T TransitionState() where TState : T;
T TransitionState(T state);
}
public interface IStateMachine:IMicroStateMachine where T:IState
{
bool Enabled { get; set; }
event Action OnStateRegistered;
event Action OnStateUnRegistered;
IDictionary StateDictionary { get; }
void Initialize();
void UpdateState(float deltaTime);
void DisposeState();
void Register(T newState) => throw new NotImplementedException("未实现的接口");
void UnRegister(T newState) => throw new NotImplementedException("未实现的接口");
void InvokeOnStateRegistered(T state){}
void InvokeOnStateUnRegistered(T state){}
}
public class MicroStateMachine : IMicroStateMachine
{
public T CurrentState { get; private set; }
public event Action OnStateChanged;
private readonly ConcurrentDictionary _stateDictionary=new();
public T TransitionState() where TState : T
{
var state = _stateDictionary.GetOrAdd(typeof(TState), Activator.CreateInstance());
return TransitionState(state);
}
public T TransitionState(T state)
{
_stateDictionary.TryAdd(state.GetType(), state);
if (Equals(state, CurrentState)) return default;
var currentState = CurrentState;
CurrentState = state;
OnStateChanged?.Invoke(currentState, state);
return state;
}
}
public abstract class StateAsync:IStateAsync
{
public virtual bool Enabled { get; set; }
public virtual void Initialize()
{
}
public virtual void OnStateEntry(IState old)
{
}
public virtual void OnStateUpdate(float deltaTime)
{
}
public virtual void OnStateExit(IState old, IState newState)
{
}
public virtual int Identifier { get; set; }
public virtual UniTask InitializeAsync()
{
return UniTask.CompletedTask;
}
public virtual UniTask OnStateEntryAsync(IState old)
{ return UniTask.CompletedTask;
}
public virtual UniTask OnStateUpdateAsync(float deltaTime)
{ return UniTask.CompletedTask;
}
public virtual UniTask OnStateExitAsync(IState old, IState newState)
{ return UniTask.CompletedTask;
}
}
public static class StateMachineUtils
{
public static void Register(this IStateMachine stateMachine, T newState) where T : IState
{
if (stateMachine.StateDictionary.ContainsKey(newState.GetType()))
{
throw new ArgumentException($"State {newState.GetType().Name} already registered");
}
stateMachine.StateDictionary.Add(newState.GetType(), newState);
newState.Initialize();
stateMachine.InvokeOnStateRegistered(newState);
}
public static void UnRegister(this IStateMachine stateMachine, T newState) where T : IState
{
if (!stateMachine.StateDictionary.ContainsKey(newState.GetType())) return;
stateMachine.StateDictionary.Remove(newState.GetType());
stateMachine.InvokeOnStateUnRegistered(newState);
}
}
}