IndieGame/client/Assets/Plugins/Animancer/Utilities/FSM/StateMachine1.StateSelector.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.Collections.Generic;
namespace Animancer.FSM
{
/// <summary>An object with a <see cref="Priority"/>.</summary>
/// <remarks>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/fsm/utilities#state-selectors">State Selectors</see>
/// </remarks>
/// https://kybernetik.com.au/animancer/api/Animancer.FSM/IPrioritizable
///
public interface IPrioritizable : IState
{
float Priority { get; }
}
/************************************************************************************************************************/
public partial class StateMachine<TState>
{
/// <summary>A prioritised list of potential states for a <see cref="StateMachine{TState}"/> to enter.</summary>
/// <remarks>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/fsm#state-selectors">State Selectors</see>
/// </remarks>
/// <example><code>
/// public StateMachine&lt;CharacterState&gt; stateMachine;
/// public CharacterState run;
/// public CharacterState idle;
///
/// private readonly StateMachine&lt;CharacterState&gt;.StateSelector
/// Selector = new StateMachine&lt;CharacterState&gt;.StateSelector();
///
/// private void Awake()
/// {
/// Selector.Add(1, run);
/// Selector.Add(0, idle);
/// }
///
/// public void RunOrIdle()
/// {
/// stateMachine.TrySetState(Selector.Values);
/// // The "run" state has the highest priority so this will enter it if "run.CanEnterState" returns true.
/// // Otherwise if "idle.CanEnterState" returns true it will enter that state instead.
/// // If neither allows the transition, nothing happens and "stateMachine.TrySetState" returns false.
/// }
/// </code></example>
/// https://kybernetik.com.au/animancer/api/Animancer.FSM/StateSelector
///
public class StateSelector : SortedList<float, TState>
{
public StateSelector() : base(ReverseComparer<float>.Instance) { }
/// <summary>Adds the `state` to this selector with its <see cref="IPrioritizable.Priority"/>.</summary>
public void Add<TPrioritizable>(TPrioritizable state)
where TPrioritizable : TState, IPrioritizable
=> Add(state.Priority, state);
}
}
/************************************************************************************************************************/
/// <summary>An <see cref="IComparer{T}"/> which reverses the default comparison.</summary>
/// https://kybernetik.com.au/animancer/api/Animancer.FSM/ReverseComparer_1
public class ReverseComparer<T> : IComparer<T>
{
/// <summary>The singleton instance.</summary>
public static readonly ReverseComparer<T> Instance = new ReverseComparer<T>();
/// <summary>No need to let users create other instances.</summary>
private ReverseComparer() { }
/// <summary>Uses <see cref="Comparer{T}.Default"/> with the parameters swapped.</summary>
public int Compare(T x, T y) => Comparer<T>.Default.Compare(y, x);
}
}