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