IndieGame/client/Assets/Plugins/Animancer/Utilities/FSM/StateMachine1.cs

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2024-10-11 10:12:15 +08:00
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Animancer.FSM
{
/// <summary>A simple keyless Finite State Machine system.</summary>
/// <remarks>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/fsm">Finite State Machines</see>
/// </remarks>
/// https://kybernetik.com.au/animancer/api/Animancer.FSM/IStateMachine
///
public interface IStateMachine
{
/************************************************************************************************************************/
/// <summary>The currently active state.</summary>
object CurrentState { get; }
/// <summary>The <see cref="StateChange{TState}.PreviousState"/>.</summary>
object PreviousState { get; }
/// <summary>The <see cref="StateChange{TState}.NextState"/>.</summary>
object NextState { get; }
/// <summary>Is it currently possible to enter the specified `state`?</summary>
/// <remarks>
/// This requires <see cref="IState.CanExitState"/> on the <see cref="CurrentState"/> and
/// <see cref="IState.CanEnterState"/> on the specified `state` to both return true.
/// </remarks>
bool CanSetState(object state);
/// <summary>Returns the first of the `states` which can currently be entered.</summary>
object CanSetState(IList states);
/// <summary>Attempts to enter the specified `state` and returns true if successful.</summary>
/// <remarks>
/// This method returns true immediately if the specified `state` is already the <see cref="CurrentState"/>.
/// To allow directly re-entering the same state, use <see cref="TryResetState(object)"/> instead.
/// </remarks>
bool TrySetState(object state);
/// <summary>Attempts to enter any of the specified `states` and returns true if successful.</summary>
/// <remarks>
/// This method returns true and does nothing else if the <see cref="CurrentState"/> is in the list.
/// To allow directly re-entering the same state, use <see cref="TryResetState(IList)"/> instead.
/// <para></para>
/// States are checked in ascending order (i.e. from <c>[0]</c> to <c>[states.Count - 1]</c>).
/// </remarks>
bool TrySetState(IList states);
/// <summary>Attempts to enter the specified `state` and returns true if successful.</summary>
/// <remarks>
/// This method does not check if the `state` is already the <see cref="CurrentState"/>. To do so, use
/// <see cref="TrySetState(object)"/> instead.
/// </remarks>
bool TryResetState(object state);
/// <summary>Attempts to enter any of the specified `states` and returns true if successful.</summary>
/// <remarks>
/// This method does not check if the `state` is already the <see cref="CurrentState"/>. To do so, use
/// <see cref="TrySetState(IList)"/> instead.
/// <para></para>
/// States are checked in ascending order (i.e. from <c>[0]</c> to <c>[states.Count - 1]</c>).
/// </remarks>
bool TryResetState(IList states);
/// <summary>
/// Calls <see cref="IState.OnExitState"/> on the <see cref="CurrentState"/> then changes it to the
/// specified `state` and calls <see cref="IState.OnEnterState"/> on it.
/// </summary>
/// <remarks>
/// This method does not check <see cref="IState.CanExitState"/> or
/// <see cref="IState.CanEnterState"/>. To do that, you should use <see cref="TrySetState"/> instead.
/// </remarks>
void ForceSetState(object state);
#if UNITY_ASSERTIONS
/// <summary>[Assert-Only] Should the <see cref="CurrentState"/> be allowed to be set to null? Default is false.</summary>
/// <remarks>Can be set by <see cref="SetAllowNullStates"/>.</remarks>
bool AllowNullStates { get; }
#endif
/// <summary>[Assert-Conditional] Sets <see cref="AllowNullStates"/>.</summary>
void SetAllowNullStates(bool allow = true);
/************************************************************************************************************************/
#if UNITY_EDITOR
/************************************************************************************************************************/
/// <summary>[Editor-Only] The number of standard size lines that <see cref="DoGUI"/> will use.</summary>
int GUILineCount { get; }
/// <summary>[Editor-Only] Draws GUI fields to display the status of this state machine.</summary>
void DoGUI();
/// <summary>[Editor-Only] Draws GUI fields to display the status of this state machine in the given `area`.</summary>
void DoGUI(ref Rect area);
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/
}
/// <summary>A simple keyless Finite State Machine system.</summary>
/// <remarks>
/// This class doesn't keep track of any states other than the currently active one.
/// See <see cref="StateMachine{TKey, TState}"/> for a system that allows states to be pre-registered and accessed
/// using a separate key.
/// <para></para>
/// See <see cref="InitializeAfterDeserialize"/> if using this class in a serialized field.
/// <para></para>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/fsm">Finite State Machines</see>
/// </remarks>
/// https://kybernetik.com.au/animancer/api/Animancer.FSM/StateMachine_1
///
[HelpURL(StateExtensions.APIDocumentationURL + nameof(StateMachine<TState>) + "_1")]
[Serializable]
public partial class StateMachine<TState> : IStateMachine
where TState : class, IState
{
/************************************************************************************************************************/
[SerializeField]
private TState _CurrentState;
/// <summary>[<see cref="SerializeField"/>] The currently active state.</summary>
public TState CurrentState => _CurrentState;
/************************************************************************************************************************/
/// <summary>The <see cref="StateChange{TState}.PreviousState"/>.</summary>
public TState PreviousState => StateChange<TState>.PreviousState;
/// <summary>The <see cref="StateChange{TState}.NextState"/>.</summary>
public TState NextState => StateChange<TState>.NextState;
/************************************************************************************************************************/
/// <summary>Creates a new <see cref="StateMachine{TState}"/>, leaving the <see cref="CurrentState"/> null.</summary>
public StateMachine() { }
/// <summary>Creates a new <see cref="StateMachine{TState}"/> and immediately enters the `state`.</summary>
/// <remarks>This calls <see cref="IState.OnEnterState"/> but not <see cref="IState.CanEnterState"/>.</remarks>
public StateMachine(TState state)
{
#if UNITY_ASSERTIONS
if (state == null)// AllowNullStates won't be true yet since this is the constructor.
throw new ArgumentNullException(nameof(state), NullNotAllowed);
#endif
using (new StateChange<TState>(this, null, state))
{
_CurrentState = state;
state.OnEnterState();
}
}
/************************************************************************************************************************/
/// <summary>Call this after deserializing to properly initialize the <see cref="CurrentState"/>.</summary>
/// <example><code>
/// public class MyComponent : MonoBehaviour
/// {
/// [SerializeField]
/// private CharacterState.StateMachine _StateMachine;
///
/// protected virtual void Awake()
/// {
/// _StateMachine.InitializeAfterDeserialize();
/// }
/// }
/// </code></example>
/// <remarks>
/// Unfortunately, <see cref="ISerializationCallbackReceiver"/> can't be used to automate this because many
/// Unity functions aren't available during serialization such as getting or setting a
/// <see cref="Behaviour.enabled"/> like <see cref="StateBehaviour.OnEnterState"/> does.
/// </remarks>
public virtual void InitializeAfterDeserialize()
{
if (_CurrentState != null)
using (new StateChange<TState>(this, null, _CurrentState))
_CurrentState.OnEnterState();
}
/************************************************************************************************************************/
/// <summary>Is it currently possible to enter the specified `state`?</summary>
/// <remarks>
/// This requires <see cref="IState.CanExitState"/> on the <see cref="CurrentState"/> and
/// <see cref="IState.CanEnterState"/> on the specified `state` to both return true.
/// </remarks>
public bool CanSetState(TState state)
{
#if UNITY_ASSERTIONS
if (state == null && !AllowNullStates)
throw new ArgumentNullException(nameof(state), NullNotAllowed);
#endif
using (new StateChange<TState>(this, _CurrentState, state))
{
if (_CurrentState != null && !_CurrentState.CanExitState)
return false;
if (state != null && !state.CanEnterState)
return false;
return true;
}
}
/// <summary>Returns the first of the `states` which can currently be entered.</summary>
/// <remarks>
/// This requires <see cref="IState.CanExitState"/> on the <see cref="CurrentState"/> and
/// <see cref="IState.CanEnterState"/> on one of the `states` to both return true.
/// <para></para>
/// States are checked in ascending order (i.e. from <c>[0]</c> to <c>[states.Count - 1]</c>).
/// </remarks>
public TState CanSetState(IList<TState> states)
{
// We call CanSetState so that it will check CanExitState for each individual pair in case it does
// something based on the next state.
var count = states.Count;
for (int i = 0; i < count; i++)
{
var state = states[i];
if (CanSetState(state))
return state;
}
return null;
}
/************************************************************************************************************************/
/// <summary>Attempts to enter the specified `state` and returns true if successful.</summary>
/// <remarks>
/// This method returns true immediately if the specified `state` is already the <see cref="CurrentState"/>.
/// To allow directly re-entering the same state, use <see cref="TryResetState(TState)"/> instead.
/// </remarks>
public bool TrySetState(TState state)
{
if (_CurrentState == state)
{
#if UNITY_ASSERTIONS
if (state == null && !AllowNullStates)
throw new ArgumentNullException(nameof(state), NullNotAllowed);
#endif
return true;
}
return TryResetState(state);
}
/// <summary>Attempts to enter any of the specified `states` and returns true if successful.</summary>
/// <remarks>
/// This method returns true and does nothing else if the <see cref="CurrentState"/> is in the list.
/// To allow directly re-entering the same state, use <see cref="TryResetState(IList{TState})"/> instead.
/// <para></para>
/// States are checked in ascending order (i.e. from <c>[0]</c> to <c>[states.Count - 1]</c>).
/// </remarks>
public bool TrySetState(IList<TState> states)
{
var count = states.Count;
for (int i = 0; i < count; i++)
if (TrySetState(states[i]))
return true;
return false;
}
/************************************************************************************************************************/
/// <summary>Attempts to enter the specified `state` and returns true if successful.</summary>
/// <remarks>
/// This method does not check if the `state` is already the <see cref="CurrentState"/>. To do so, use
/// <see cref="TrySetState(TState)"/> instead.
/// </remarks>
public bool TryResetState(TState state)
{
if (!CanSetState(state))
return false;
ForceSetState(state);
return true;
}
/// <summary>Attempts to enter any of the specified `states` and returns true if successful.</summary>
/// <remarks>
/// This method does not check if the `state` is already the <see cref="CurrentState"/>. To do so, use
/// <see cref="TrySetState(IList{TState})"/> instead.
/// <para></para>
/// States are checked in ascending order (i.e. from <c>[0]</c> to <c>[states.Count - 1]</c>).
/// </remarks>
public bool TryResetState(IList<TState> states)
{
var count = states.Count;
for (int i = 0; i < count; i++)
if (TryResetState(states[i]))
return true;
return false;
}
/************************************************************************************************************************/
/// <summary>
/// Calls <see cref="IState.OnExitState"/> on the <see cref="CurrentState"/> then changes it to the
/// specified `state` and calls <see cref="IState.OnEnterState"/> on it.
/// </summary>
/// <remarks>
/// This method does not check <see cref="IState.CanExitState"/> or
/// <see cref="IState.CanEnterState"/>. To do that, you should use <see cref="TrySetState"/> instead.
/// </remarks>
public void ForceSetState(TState state)
{
#if UNITY_ASSERTIONS
if (state == null)
{
if (!AllowNullStates)
throw new ArgumentNullException(nameof(state), NullNotAllowed);
}
else if (state is IOwnedState<TState> owned && owned.OwnerStateMachine != this)
{
throw new InvalidOperationException(
$"Attempted to use a state in a machine that is not its owner." +
$"\n• State: {state}" +
$"\n• Machine: {this}");
}
#endif
using (new StateChange<TState>(this, _CurrentState, state))
{
_CurrentState?.OnExitState();
_CurrentState = state;
state?.OnEnterState();
}
}
/************************************************************************************************************************/
/// <summary>Returns a string describing the type of this state machine and its <see cref="CurrentState"/>.</summary>
public override string ToString() => $"{GetType().Name} -> {_CurrentState}";
/************************************************************************************************************************/
#if UNITY_ASSERTIONS
/// <summary>[Assert-Only] Should the <see cref="CurrentState"/> be allowed to be set to null? Default is false.</summary>
/// <remarks>Can be set by <see cref="SetAllowNullStates"/>.</remarks>
public bool AllowNullStates { get; private set; }
/// <summary>[Assert-Only] The error given when attempting to set the <see cref="CurrentState"/> to null.</summary>
private const string NullNotAllowed =
"This " + nameof(StateMachine<TState>) + " does not allow its state to be set to null." +
" Use " + nameof(SetAllowNullStates) + " to allow it if this is intentional.";
#endif
/// <summary>[Assert-Conditional] Sets <see cref="AllowNullStates"/>.</summary>
[System.Diagnostics.Conditional("UNITY_ASSERTIONS")]
public void SetAllowNullStates(bool allow = true)
{
#if UNITY_ASSERTIONS
AllowNullStates = allow;
#endif
}
/************************************************************************************************************************/
#region GUI
/************************************************************************************************************************/
#if UNITY_EDITOR
/************************************************************************************************************************/
/// <summary>[Editor-Only] The number of standard size lines that <see cref="DoGUI"/> will use.</summary>
public virtual int GUILineCount => 1;
/************************************************************************************************************************/
/// <summary>[Editor-Only] Draws GUI fields to display the status of this state machine.</summary>
public void DoGUI()
{
var spacing = UnityEditor.EditorGUIUtility.standardVerticalSpacing;
var lines = GUILineCount;
var height =
UnityEditor.EditorGUIUtility.singleLineHeight * lines +
spacing * (lines - 1);
var area = GUILayoutUtility.GetRect(0, height);
area.height -= spacing;
DoGUI(ref area);
}
/************************************************************************************************************************/
/// <summary>[Editor-Only] Draws GUI fields to display the status of this state machine in the given `area`.</summary>
public virtual void DoGUI(ref Rect area)
{
area.height = UnityEditor.EditorGUIUtility.singleLineHeight;
UnityEditor.EditorGUI.BeginChangeCheck();
var state = StateMachineUtilities.DoGenericField(area, "Current State", _CurrentState);
if (UnityEditor.EditorGUI.EndChangeCheck())
{
if (Event.current.control)
ForceSetState(state);
else
TrySetState(state);
}
StateMachineUtilities.NextVerticalArea(ref area);
}
/************************************************************************************************************************/
#endif
#endregion
/************************************************************************************************************************/
#region IStateMachine
/************************************************************************************************************************/
/// <inheritdoc/>
object IStateMachine.CurrentState => _CurrentState;
/// <inheritdoc/>
object IStateMachine.PreviousState => PreviousState;
/// <inheritdoc/>
object IStateMachine.NextState => NextState;
/// <inheritdoc/>
object IStateMachine.CanSetState(IList states) => CanSetState((List<TState>)states);
/// <inheritdoc/>
bool IStateMachine.CanSetState(object state) => CanSetState((TState)state);
/// <inheritdoc/>
void IStateMachine.ForceSetState(object state) => ForceSetState((TState)state);
/// <inheritdoc/>
bool IStateMachine.TryResetState(IList states) => TryResetState((List<TState>)states);
/// <inheritdoc/>
bool IStateMachine.TryResetState(object state) => TryResetState((TState)state);
/// <inheritdoc/>
bool IStateMachine.TrySetState(IList states) => TrySetState((List<TState>)states);
/// <inheritdoc/>
bool IStateMachine.TrySetState(object state) => TrySetState((TState)state);
/// <inheritdoc/>
void IStateMachine.SetAllowNullStates(bool allow) => SetAllowNullStates(allow);
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
}
}