419 lines
20 KiB
C#
419 lines
20 KiB
C#
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
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using System;
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using UnityEngine;
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namespace Animancer.FSM
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{
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/// <summary>A state that can be used in a <see cref="StateMachine{TState}"/>.</summary>
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/// <remarks>
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/// The <see cref="StateExtensions"/> class contains various extension methods for this interface.
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/// <para></para>
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/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/fsm">Finite State Machines</see>
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/// </remarks>
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/// https://kybernetik.com.au/animancer/api/Animancer.FSM/IState
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///
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public interface IState
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{
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/// <summary>Can this state be entered?</summary>
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/// <remarks>
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/// Checked by <see cref="StateMachine{TState}.CanSetState"/>, <see cref="StateMachine{TState}.TrySetState"/>
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/// and <see cref="StateMachine{TState}.TryResetState"/>.
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/// <para></para>
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/// Not checked by <see cref="StateMachine{TState}.ForceSetState"/>.
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/// </remarks>
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bool CanEnterState { get; }
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/// <summary>Can this state be exited?</summary>
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/// <remarks>
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/// Checked by <see cref="StateMachine{TState}.CanSetState"/>, <see cref="StateMachine{TState}.TrySetState"/>
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/// and <see cref="StateMachine{TState}.TryResetState"/>.
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/// <para></para>
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/// Not checked by <see cref="StateMachine{TState}.ForceSetState"/>.
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/// </remarks>
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bool CanExitState { get; }
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/// <summary>Called when this state is entered.</summary>
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/// <remarks>
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/// Called by <see cref="StateMachine{TState}.TrySetState"/>, <see cref="StateMachine{TState}.TryResetState"/>
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/// and <see cref="StateMachine{TState}.ForceSetState"/>.
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/// </remarks>
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void OnEnterState();
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/// <summary>Called when this state is exited.</summary>
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/// <remarks>
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/// Called by <see cref="StateMachine{TState}.TrySetState"/>, <see cref="StateMachine{TState}.TryResetState"/>
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/// and <see cref="StateMachine{TState}.ForceSetState"/>.
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/// </remarks>
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void OnExitState();
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}
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/************************************************************************************************************************/
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/// <summary>An <see cref="IState"/> that knows which <see cref="StateMachine{TState}"/> it is used in.</summary>
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/// <remarks>
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/// The <see cref="StateExtensions"/> class contains various extension methods for this interface.
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/// <para></para>
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/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/fsm/state-types#owned-states">Owned States</see>
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/// </remarks>
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/// https://kybernetik.com.au/animancer/api/Animancer.FSM/IOwnedState_1
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public interface IOwnedState<TState> : IState where TState : class, IState
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{
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/// <summary>The <see cref="StateMachine{TState}"/> that this state is used in.</summary>
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StateMachine<TState> OwnerStateMachine { get; }
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}
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/************************************************************************************************************************/
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/// <summary>An empty <see cref="IState"/> that implements all the required methods as <c>virtual</c>.</summary>
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/// <remarks>
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/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/fsm/state-types">State Types</see>
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/// </remarks>
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/// https://kybernetik.com.au/animancer/api/Animancer.FSM/State
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///
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public abstract class State : IState
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{
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/************************************************************************************************************************/
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/// <summary><see cref="IState.CanEnterState"/></summary>
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/// <remarks>Returns true unless overridden.</remarks>
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public virtual bool CanEnterState => true;
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/// <summary><see cref="IState.CanExitState"/></summary>
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/// <remarks>Returns true unless overridden.</remarks>
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public virtual bool CanExitState => true;
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/// <summary><see cref="IState.OnEnterState"/></summary>
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public virtual void OnEnterState() { }
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/// <summary><see cref="IState.OnExitState"/></summary>
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public virtual void OnExitState() { }
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/************************************************************************************************************************/
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}
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/************************************************************************************************************************/
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/// <summary>Various extension methods for <see cref="IState"/> and <see cref="IOwnedState{TState}"/>.</summary>
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///
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/// <remarks>
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/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/fsm">Finite State Machines</see>
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/// </remarks>
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///
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/// <example><code>
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/// public class Character : MonoBehaviour
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/// {
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/// public StateMachine<CharacterState> StateMachine { get; private set; }
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/// }
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///
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/// public class CharacterState : StateBehaviour, IOwnedState<CharacterState>
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/// {
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/// [SerializeField]
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/// private Character _Character;
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/// public Character Character => _Character;
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///
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/// public StateMachine<CharacterState> OwnerStateMachine => _Character.StateMachine;
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/// }
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///
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/// public class CharacterBrain : MonoBehaviour
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/// {
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/// [SerializeField] private Character _Character;
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/// [SerializeField] private CharacterState _Jump;
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///
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/// private void Update()
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/// {
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/// if (Input.GetKeyDown(KeyCode.Space))
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/// {
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/// // Normally you would need to refer to both the state machine and the state:
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/// _Character.StateMachine.TrySetState(_Jump);
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///
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/// // But since CharacterState implements IOwnedState you can use these extension methods:
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/// _Jump.TryEnterState();
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/// }
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/// }
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/// }
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/// </code>
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/// <h2>Inherited Types</h2>
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/// Unfortunately, if the field type is not the same as the <c>T</c> in the <c>IOwnedState<T></c>
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/// implementation then attempting to use these extension methods without specifying the generic argument will
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/// give the following error:
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/// <para></para>
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/// <em>The type 'StateType' cannot be used as type parameter 'TState' in the generic type or method
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/// 'StateExtensions.TryEnterState<TState>(TState)'. There is no implicit reference conversion from
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/// 'StateType' to 'Animancer.FSM.IOwnedState<StateType>'.</em>
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/// <para></para>
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/// For example, you might want to access members of a derived state class like this <c>SetTarget</c> method:
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/// <para></para><code>
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/// public class AttackState : CharacterState
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/// {
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/// public void SetTarget(Transform target) { }
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/// }
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///
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/// public class CharacterBrain : MonoBehaviour
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/// {
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/// [SerializeField] private AttackState _Attack;
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///
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/// private void Update()
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/// {
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/// if (Input.GetMouseButtonDown(0))
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/// {
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/// _Attack.SetTarget(...)
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/// // Can't do _Attack.TryEnterState();
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/// _Attack.TryEnterState<CharacterState>();
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/// }
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/// }
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/// }
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/// </code>
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/// Unlike the <c>_Jump</c> example, the <c>_Attack</c> field is an <c>AttackState</c> rather than the base
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/// <c>CharacterState</c> so we can call <c>_Attack.SetTarget(...)</c> but that causes problems with these extension
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/// methods.
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/// <para></para>
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/// Calling the method without specifying its generic argument automatically uses the variable's type as the
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/// argument so both of the following calls do the same thing:
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/// <para></para><code>
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/// _Attack.TryEnterState();
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/// _Attack.TryEnterState<AttackState>();
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/// </code>
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/// The problem is that <c>AttackState</c> inherits the implementation of <c>IOwnedState</c> from the base
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/// <c>CharacterState</c> class. But since that implementation is <c>IOwnedState<CharacterState></c>, rather
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/// than <c>IOwnedState<AttackState></c> that means <c>TryEnterState<AttackState></c> does not satisfy
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/// that method's generic constraints: <c>where TState : class, IOwnedState<TState></c>
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/// <para></para>
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/// That is why you simply need to specify the base class which implements <c>IOwnedState</c> as the generic
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/// argument to prevent it from inferring the wrong type:
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/// <para></para><code>
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/// _Attack.TryEnterState<CharacterState>();
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/// </code></example>
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/// https://kybernetik.com.au/animancer/api/Animancer.FSM/StateExtensions
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[HelpURL(APIDocumentationURL + nameof(StateExtensions))]
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public static class StateExtensions
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{
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/************************************************************************************************************************/
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/// <summary>The URL of the API documentation for the <see cref="FSM"/> system.</summary>
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public const string APIDocumentationURL = "https://kybernetik.com.au/animancer/api/Animancer.FSM/";
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/************************************************************************************************************************/
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/// <summary>[Animancer Extension] Returns the <see cref="StateChange{TState}.PreviousState"/>.</summary>
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public static TState GetPreviousState<TState>(this TState state)
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where TState : class, IState
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=> StateChange<TState>.PreviousState;
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/// <summary>[Animancer Extension] Returns the <see cref="StateChange{TState}.NextState"/>.</summary>
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public static TState GetNextState<TState>(this TState state)
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where TState : class, IState
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=> StateChange<TState>.NextState;
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/************************************************************************************************************************/
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/// <summary>[Animancer Extension]
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/// Checks if the specified `state` is the <see cref="StateMachine{TState}.CurrentState"/> in its
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/// <see cref="IOwnedState{TState}.OwnerStateMachine"/>.
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/// </summary>
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public static bool IsCurrentState<TState>(this TState state)
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where TState : class, IOwnedState<TState>
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=> state.OwnerStateMachine.CurrentState == state;
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/************************************************************************************************************************/
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/// <summary>[Animancer Extension]
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/// Attempts to enter the specified `state` and returns true if successful.
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/// <para></para>
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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="TryReEnterState"/> instead.
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/// </summary>
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public static bool TryEnterState<TState>(this TState state)
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where TState : class, IOwnedState<TState>
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=> state.OwnerStateMachine.TrySetState(state);
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/************************************************************************************************************************/
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/// <summary>[Animancer Extension]
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/// Attempts to enter the specified `state` and returns true if successful.
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/// <para></para>
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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="TryEnterState"/> instead.
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/// </summary>
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public static bool TryReEnterState<TState>(this TState state)
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where TState : class, IOwnedState<TState>
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=> state.OwnerStateMachine.TryResetState(state);
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/************************************************************************************************************************/
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/// <summary>[Animancer Extension]
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/// Calls <see cref="IState.OnExitState"/> on the <see cref="StateMachine{TState}.CurrentState"/> then
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/// changes to the specified `state` and calls <see cref="IState.OnEnterState"/> on it.
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/// <para></para>
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/// This method does not check <see cref="IState.CanExitState"/> or
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/// <see cref="IState.CanEnterState"/>. To do that, you should use <see cref="TrySetState"/> instead.
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/// </summary>
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public static void ForceEnterState<TState>(this TState state)
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where TState : class, IOwnedState<TState>
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=> state.OwnerStateMachine.ForceSetState(state);
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/************************************************************************************************************************/
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#pragma warning disable IDE0079 // Remove unnecessary suppression.
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#pragma warning disable CS1587 // XML comment is not placed on a valid language element.
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#pragma warning restore IDE0079 // Remove unnecessary suppression.
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// Copy this #region into a class which implements IOwnedState to give it the state extension methods as regular members.
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// This will avoid any issues with the compiler inferring the wrong generic argument in the extension methods.
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///************************************************************************************************************************/
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//#region State Extensions
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///************************************************************************************************************************/
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///// <summary>
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///// Checks if this state is the <see cref="StateMachine{TState}.CurrentState"/> in its
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///// <see cref="IOwnedState{TState}.OwnerStateMachine"/>.
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///// </summary>
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//public bool IsCurrentState() => OwnerStateMachine.CurrentState == this;
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///************************************************************************************************************************/
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///// <summary>
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///// Calls <see cref="StateMachine{TState}.TrySetState(TState)"/> on the
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///// <see cref="IOwnedState{TState}.OwnerStateMachine"/>.
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///// </summary>
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//public bool TryEnterState() => OwnerStateMachine.TrySetState(this);
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///************************************************************************************************************************/
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///// <summary>
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///// Calls <see cref="StateMachine{TState}.TryResetState(TState)"/> on the
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///// <see cref="IOwnedState{TState}.OwnerStateMachine"/>.
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///// </summary>
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//public bool TryReEnterState() => OwnerStateMachine.TryResetState(this);
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///************************************************************************************************************************/
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///// <summary>
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///// Calls <see cref="StateMachine{TState}.ForceSetState(TState)"/> on the
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///// <see cref="IOwnedState{TState}.OwnerStateMachine"/>.
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///// </summary>
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//public void ForceEnterState() => OwnerStateMachine.ForceSetState(this);
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///************************************************************************************************************************/
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//#endregion
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///************************************************************************************************************************/
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#if UNITY_ASSERTIONS
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/// <summary>[Internal] Returns an error message explaining that the wrong type of change is being accessed.</summary>
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internal static string GetChangeError(Type stateType, Type machineType, string changeType = "State")
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{
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Type previousType = null;
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Type baseStateType = null;
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System.Collections.Generic.HashSet<Type> activeChangeTypes = null;
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var stackTrace = new System.Diagnostics.StackTrace(1, false).GetFrames();
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for (int i = 0; i < stackTrace.Length; i++)
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{
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var type = stackTrace[i].GetMethod().DeclaringType;
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if (type != previousType &&
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type.IsGenericType &&
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type.GetGenericTypeDefinition() == machineType)
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{
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var argument = type.GetGenericArguments()[0];
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if (argument.IsAssignableFrom(stateType))
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{
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baseStateType = argument;
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break;
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}
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else
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{
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if (activeChangeTypes == null)
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activeChangeTypes = new System.Collections.Generic.HashSet<Type>();
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if (!activeChangeTypes.Contains(argument))
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activeChangeTypes.Add(argument);
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}
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}
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previousType = type;
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}
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var text = new System.Text.StringBuilder()
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.Append("Attempted to access ")
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.Append(changeType)
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.Append("Change<")
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.Append(stateType.FullName)
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.Append($"> but no {nameof(StateMachine<IState>)} of that type is currently changing its ")
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.Append(changeType)
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.AppendLine(".");
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if (baseStateType != null)
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{
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text.Append(" - ")
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.Append(changeType)
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.Append(" changes must be accessed using the base ")
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.Append(changeType)
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.Append(" type, which is ")
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.Append(changeType)
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.Append("Change<")
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.Append(baseStateType.FullName)
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.AppendLine("> in this case.");
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var caller = stackTrace[1].GetMethod();
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if (caller.DeclaringType == typeof(StateExtensions))
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{
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var propertyName = stackTrace[0].GetMethod().Name;
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propertyName = propertyName.Substring(4, propertyName.Length - 4);// Remove the "get_".
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text.Append(" - This may be caused by the compiler incorrectly inferring the generic argument of the Get")
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.Append(propertyName)
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.Append(" method, in which case it must be manually specified like so: state.Get")
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.Append(propertyName)
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.Append('<')
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.Append(baseStateType.FullName)
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.AppendLine(">()");
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}
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}
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else
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{
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if (activeChangeTypes == null)
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{
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text.Append(" - No other ")
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.Append(changeType)
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.AppendLine(" changes are currently occurring either.");
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}
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else
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{
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if (activeChangeTypes.Count == 1)
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{
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text.Append(" - There is 1 ")
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.Append(changeType)
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.AppendLine(" change currently occurring:");
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}
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else
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{
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text.Append(" - There are ")
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.Append(activeChangeTypes.Count)
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.Append(' ')
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.Append(changeType)
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.AppendLine(" changes currently occurring:");
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}
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foreach (var type in activeChangeTypes)
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{
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text.Append(" - ")
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.AppendLine(type.FullName);
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}
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}
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}
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text.Append(" - ")
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.Append(changeType)
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.Append("Change<")
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.Append(stateType.FullName)
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.AppendLine($">.{nameof(StateChange<IState>.IsActive)} can be used to check if a change of that type is currently occurring.")
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.AppendLine(" - See the documentation for more information: " +
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"https://kybernetik.com.au/animancer/docs/manual/fsm/changing-states");
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return text.ToString();
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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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