400 lines
19 KiB
C#
400 lines
19 KiB
C#
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
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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 Animancer.FSM
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{
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/// <summary>Interface for accessing <see cref="StateMachine{TKey, TState}"/> without the <c>TState</c>.</summary>
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/// <remarks>
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/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/fsm/keys">Keyed State Machines</see>
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/// </remarks>
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/// https://kybernetik.com.au/animancer/api/Animancer.FSM/IKeyedStateMachine_1
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///
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public interface IKeyedStateMachine<TKey>
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{
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/************************************************************************************************************************/
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/// <summary>The key which identifies the <see cref="StateMachine{TState}.CurrentState"/>.</summary>
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TKey CurrentKey { get; }
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/// <summary>The <see cref="KeyChange{TKey}.PreviousKey"/>.</summary>
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TKey PreviousKey { get; }
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/// <summary>The <see cref="KeyChange{TKey}.NextKey"/>.</summary>
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TKey NextKey { get; }
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/// <summary>Attempts to enter the state registered with the specified `key` and returns it if successful.</summary>
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/// <remarks>
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/// This method returns true immediately if the specified `key` is already the <see cref="CurrentKey"/>. To
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/// allow directly re-entering the same state, use <see cref="TryResetState(TKey)"/> instead.
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/// </remarks>
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object TrySetState(TKey key);
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/// <summary>Attempts to enter the state registered with the specified `key` and returns it if successful.</summary>
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/// <remarks>
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/// This method does not check if the `key` is already the <see cref="CurrentKey"/>. To do so, use
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/// <see cref="TrySetState(TKey)"/> instead.
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/// </remarks>
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object TryResetState(TKey key);
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/// <summary>
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/// Uses <see cref="StateMachine{TKey, TState}.ForceSetState(TKey, TState)"/> to change to the state registered
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/// with the `key`. If nothing is registered, it changes to <c>default(TState)</c>.
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/// </summary>
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object ForceSetState(TKey key);
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/************************************************************************************************************************/
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}
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/// <summary>A simple Finite State Machine system that registers each state with a particular key.</summary>
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/// <remarks>
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/// This class allows states to be registered with a particular key upfront and then accessed later using that key.
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/// See <see cref="StateMachine{TState}"/> for a system that does not bother keeping track of any states other than
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/// the active one.
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/// <para></para>
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/// See <see cref="InitializeAfterDeserialize"/> if using this class in a serialized field.
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/// <para></para>
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/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/fsm/keys">Keyed State Machines</see>
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/// </remarks>
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/// https://kybernetik.com.au/animancer/api/Animancer.FSM/StateMachine_2
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///
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[HelpURL(StateExtensions.APIDocumentationURL + nameof(StateMachine<TState>) + "_2")]
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[Serializable]
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public partial class StateMachine<TKey, TState> : StateMachine<TState>, IKeyedStateMachine<TKey>, IDictionary<TKey, TState>
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where TState : class, IState
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{
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/************************************************************************************************************************/
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/// <summary>The collection of states mapped to a particular key.</summary>
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public IDictionary<TKey, TState> Dictionary { get; set; }
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/************************************************************************************************************************/
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[SerializeField]
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private TKey _CurrentKey;
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/// <summary>The key which identifies the <see cref="StateMachine{TState}.CurrentState"/>.</summary>
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public TKey CurrentKey => _CurrentKey;
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/************************************************************************************************************************/
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/// <summary>The <see cref="KeyChange{TKey}.PreviousKey"/>.</summary>
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public TKey PreviousKey => KeyChange<TKey>.PreviousKey;
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/// <summary>The <see cref="KeyChange{TKey}.NextKey"/>.</summary>
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public TKey NextKey => KeyChange<TKey>.NextKey;
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/************************************************************************************************************************/
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/// <summary>
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/// Creates a new <see cref="StateMachine{TKey, TState}"/> with a new <see cref="Dictionary"/>, leaving the
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/// <see cref="CurrentState"/> null.
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/// </summary>
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public StateMachine()
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{
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Dictionary = new Dictionary<TKey, TState>();
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}
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/// <summary>
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/// Creates a new <see cref="StateMachine{TKey, TState}"/> which uses the specified `dictionary`, leaving the
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/// <see cref="CurrentState"/> null.
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/// </summary>
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public StateMachine(IDictionary<TKey, TState> dictionary)
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{
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Dictionary = dictionary;
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}
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/// <summary>
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/// Constructs a new <see cref="StateMachine{TKey, TState}"/> with a new <see cref="Dictionary"/> and
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/// immediately uses the `defaultKey` to enter the `defaultState`.
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/// </summary>
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/// <remarks>This calls <see cref="IState.OnEnterState"/> but not <see cref="IState.CanEnterState"/>.</remarks>
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public StateMachine(TKey defaultKey, TState defaultState)
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{
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Dictionary = new Dictionary<TKey, TState>
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{
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{ defaultKey, defaultState }
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};
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ForceSetState(defaultKey, defaultState);
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}
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/// <summary>
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/// Constructs a new <see cref="StateMachine{TKey, TState}"/> which uses the specified `dictionary` and
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/// immediately uses the `defaultKey` to enter the `defaultState`.
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/// </summary>
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/// <remarks>This calls <see cref="IState.OnEnterState"/> but not <see cref="IState.CanEnterState"/>.</remarks>
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public StateMachine(IDictionary<TKey, TState> dictionary, TKey defaultKey, TState defaultState)
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{
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Dictionary = dictionary;
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dictionary.Add(defaultKey, defaultState);
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ForceSetState(defaultKey, defaultState);
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}
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/************************************************************************************************************************/
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/// <inheritdoc/>
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public override void InitializeAfterDeserialize()
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{
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if (CurrentState != null)
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{
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using (new KeyChange<TKey>(this, default, _CurrentKey))
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using (new StateChange<TState>(this, null, CurrentState))
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CurrentState.OnEnterState();
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}
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else if (Dictionary.TryGetValue(_CurrentKey, out var state))
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{
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ForceSetState(_CurrentKey, state);
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}
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// Don't call the base method.
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}
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/************************************************************************************************************************/
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/// <summary>Attempts to enter the specified `state` and returns true if successful.</summary>
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/// <remarks>
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/// This method returns true immediately if the specified `state` is already the
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/// <see cref="StateMachine{TState}.CurrentState"/>. To allow directly re-entering the same state, use
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/// <see cref="TryResetState(TKey, TState)"/> instead.
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/// </remarks>
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public bool TrySetState(TKey key, TState state)
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{
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if (CurrentState == state)
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return true;
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else
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return TryResetState(key, state);
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}
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/// <summary>Attempts to enter the state registered with the specified `key` and returns it if successful.</summary>
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/// <remarks>
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/// This method returns true immediately if the specified `key` is already the <see cref="CurrentKey"/>. To
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/// allow directly re-entering the same state, use <see cref="TryResetState(TKey)"/> instead.
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/// </remarks>
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public TState TrySetState(TKey key)
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{
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if (EqualityComparer<TKey>.Default.Equals(_CurrentKey, key))
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return CurrentState;
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else
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return TryResetState(key);
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}
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/// <inheritdoc/>
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object IKeyedStateMachine<TKey>.TrySetState(TKey key) => TrySetState(key);
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/************************************************************************************************************************/
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/// <summary>Attempts to enter the specified `state` and returns true if successful.</summary>
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/// <remarks>
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/// This method does not check if the `state` is already the <see cref="StateMachine{TState}.CurrentState"/>.
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/// To do so, use <see cref="TrySetState(TKey, TState)"/> instead.
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/// </remarks>
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public bool TryResetState(TKey key, TState state)
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{
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using (new KeyChange<TKey>(this, _CurrentKey, key))
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{
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if (!CanSetState(state))
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return false;
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_CurrentKey = key;
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ForceSetState(state);
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return true;
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}
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}
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/// <summary>Attempts to enter the state registered with the specified `key` and returns it if successful.</summary>
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/// <remarks>
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/// This method does not check if the `key` is already the <see cref="CurrentKey"/>. To do so, use
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/// <see cref="TrySetState(TKey)"/> instead.
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/// </remarks>
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public TState TryResetState(TKey key)
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{
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if (Dictionary.TryGetValue(key, out var state) &&
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TryResetState(key, state))
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return state;
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else
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return null;
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}
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/// <inheritdoc/>
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object IKeyedStateMachine<TKey>.TryResetState(TKey key) => TryResetState(key);
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/************************************************************************************************************************/
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/// <summary>
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/// Calls <see cref="IState.OnExitState"/> on the <see cref="StateMachine{TState}.CurrentState"/> then changes
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/// to the specified `key` and `state` and calls <see cref="IState.OnEnterState"/> on it.
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/// </summary>
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/// <remarks>
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/// This method does not check <see cref="IState.CanExitState"/> or <see cref="IState.CanEnterState"/>. To do
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/// that, you should use <see cref="TrySetState(TKey, TState)"/> instead.
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/// </remarks>
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public void ForceSetState(TKey key, TState state)
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{
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using (new KeyChange<TKey>(this, _CurrentKey, key))
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{
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_CurrentKey = key;
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ForceSetState(state);
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}
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}
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/// <summary>
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/// Uses <see cref="ForceSetState(TKey, TState)"/> to change to the state registered with the `key`. If nothing
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/// is registered, it use <c>null</c> and will throw an exception unless
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/// <see cref="StateMachine{TState}.AllowNullStates"/> is enabled.
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/// </summary>
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public TState ForceSetState(TKey key)
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{
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Dictionary.TryGetValue(key, out var state);
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ForceSetState(key, state);
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return state;
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}
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/// <inheritdoc/>
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object IKeyedStateMachine<TKey>.ForceSetState(TKey key) => ForceSetState(key);
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/************************************************************************************************************************/
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#region Dictionary Wrappers
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/************************************************************************************************************************/
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/// <summary>The state registered with the `key` in the <see cref="Dictionary"/>.</summary>
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public TState this[TKey key] { get => Dictionary[key]; set => Dictionary[key] = value; }
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/// <summary>Gets the state registered with the specified `key` in the <see cref="Dictionary"/>.</summary>
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public bool TryGetValue(TKey key, out TState state) => Dictionary.TryGetValue(key, out state);
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/************************************************************************************************************************/
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/// <summary>Gets an <see cref="ICollection{T}"/> containing the keys of the <see cref="Dictionary"/>.</summary>
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public ICollection<TKey> Keys => Dictionary.Keys;
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/// <summary>Gets an <see cref="ICollection{T}"/> containing the state of the <see cref="Dictionary"/>.</summary>
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public ICollection<TState> Values => Dictionary.Values;
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/************************************************************************************************************************/
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/// <summary>Gets the number of states contained in the <see cref="Dictionary"/>.</summary>
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public int Count => Dictionary.Count;
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/************************************************************************************************************************/
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/// <summary>Adds a state to the <see cref="Dictionary"/>.</summary>
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public void Add(TKey key, TState state) => Dictionary.Add(key, state);
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/// <summary>Adds a state to the <see cref="Dictionary"/>.</summary>
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public void Add(KeyValuePair<TKey, TState> item) => Dictionary.Add(item);
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/************************************************************************************************************************/
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/// <summary>Removes a state from the <see cref="Dictionary"/>.</summary>
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public bool Remove(TKey key) => Dictionary.Remove(key);
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/// <summary>Removes a state from the <see cref="Dictionary"/>.</summary>
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public bool Remove(KeyValuePair<TKey, TState> item) => Dictionary.Remove(item);
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/************************************************************************************************************************/
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/// <summary>Removes all state from the <see cref="Dictionary"/>.</summary>
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public void Clear() => Dictionary.Clear();
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/************************************************************************************************************************/
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/// <summary>Determines whether the <see cref="Dictionary"/> contains a specific value.</summary>
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public bool Contains(KeyValuePair<TKey, TState> item) => Dictionary.Contains(item);
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/// <summary>Determines whether the <see cref="Dictionary"/> contains a state with the specified `key`.</summary>
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public bool ContainsKey(TKey key) => Dictionary.ContainsKey(key);
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/************************************************************************************************************************/
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/// <summary>Returns an enumerator that iterates through the <see cref="Dictionary"/>.</summary>
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public IEnumerator<KeyValuePair<TKey, TState>> GetEnumerator() => Dictionary.GetEnumerator();
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/// <summary>Returns an enumerator that iterates through the <see cref="Dictionary"/>.</summary>
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IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();
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/************************************************************************************************************************/
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/// <summary>Copies the contents of the <see cref="Dictionary"/> to the `array` starting at the `arrayIndex`.</summary>
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public void CopyTo(KeyValuePair<TKey, TState>[] array, int arrayIndex) => Dictionary.CopyTo(array, arrayIndex);
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/************************************************************************************************************************/
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/// <summary>Indicates whether the <see cref="Dictionary"/> is read-only.</summary>
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bool ICollection<KeyValuePair<TKey, TState>>.IsReadOnly => Dictionary.IsReadOnly;
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/************************************************************************************************************************/
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#endregion
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/************************************************************************************************************************/
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/// <summary>Returns the state registered with the specified `key`, or null if none is present.</summary>
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public TState GetState(TKey key)
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{
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TryGetValue(key, out var state);
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return state;
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}
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/************************************************************************************************************************/
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/// <summary>Adds the specified `keys` and `states`. Both arrays must be the same size.</summary>
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public void AddRange(TKey[] keys, TState[] states)
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{
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Debug.Assert(keys.Length == states.Length,
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$"The '{nameof(keys)}' and '{nameof(states)}' arrays must be the same size.");
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for (int i = 0; i < keys.Length; i++)
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{
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Dictionary.Add(keys[i], states[i]);
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}
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Sets the <see cref="CurrentKey"/> without changing the <see cref="StateMachine{TState}.CurrentState"/>.
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/// </summary>
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public void SetFakeKey(TKey key) => _CurrentKey = key;
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/************************************************************************************************************************/
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/// <summary>
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/// Returns a string describing the type of this state machine and its <see cref="CurrentKey"/> and
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/// <see cref="StateMachine{TState}.CurrentState"/>.
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/// </summary>
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public override string ToString()
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=> $"{GetType().FullName} -> {_CurrentKey} -> {(CurrentState != null ? CurrentState.ToString() : "null")}";
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/************************************************************************************************************************/
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#if UNITY_EDITOR
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/************************************************************************************************************************/
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/// <inheritdoc/>
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public override int GUILineCount => 2;
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/************************************************************************************************************************/
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/// <inheritdoc/>
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public override void DoGUI(ref Rect area)
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{
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area.height = UnityEditor.EditorGUIUtility.singleLineHeight;
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UnityEditor.EditorGUI.BeginChangeCheck();
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var key = StateMachineUtilities.DoGenericField(area, "Current Key", _CurrentKey);
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if (UnityEditor.EditorGUI.EndChangeCheck())
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SetFakeKey(key);
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StateMachineUtilities.NextVerticalArea(ref area);
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base.DoGUI(ref area);
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}
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/************************************************************************************************************************/
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#endif
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/************************************************************************************************************************/
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}
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}
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