您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
80 行
2.3 KiB
80 行
2.3 KiB
using NaughtyAttributes;
|
|
using System.Linq;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
|
|
namespace GameplayIngredients.StateMachines
|
|
{
|
|
public class StateMachine : MonoBehaviour
|
|
{
|
|
[StateMachineState]
|
|
public string DefaultState;
|
|
|
|
[ReorderableList, NonNullCheck]
|
|
public State[] States;
|
|
|
|
public State CurrentState { get { return m_CurrentState; } }
|
|
|
|
State m_CurrentState;
|
|
|
|
[ContextMenu("Reset State Objects")]
|
|
private void UpdateFromState()
|
|
{
|
|
foreach(var state in States)
|
|
{
|
|
state.gameObject.SetActive(state == States.FirstOrDefault(o => o.StateName == DefaultState));
|
|
}
|
|
}
|
|
|
|
void Start()
|
|
{
|
|
foreach (var state in States)
|
|
{
|
|
if(state.gameObject.activeSelf)
|
|
state.gameObject.SetActive(false);
|
|
}
|
|
|
|
SetState(DefaultState);
|
|
}
|
|
|
|
public void SetState(string stateName)
|
|
{
|
|
State newState = States.FirstOrDefault(o => o.StateName == stateName);
|
|
|
|
if(newState != null)
|
|
{
|
|
if (m_CurrentState != null)
|
|
{
|
|
// Call Exit Actions
|
|
Callable.Call(m_CurrentState.OnStateExit, gameObject);
|
|
// Then finally disable old state
|
|
m_CurrentState.gameObject.SetActive(false);
|
|
}
|
|
|
|
// Switch Active new state
|
|
newState.gameObject.SetActive(true);
|
|
|
|
// Then Set new current state
|
|
m_CurrentState = newState;
|
|
|
|
// Finally, call State enter
|
|
Callable.Call(m_CurrentState.OnStateEnter, gameObject);
|
|
}
|
|
else
|
|
Debug.LogWarning(string.Format("{0} : Trying to set unknown state {1}", gameObject.name, stateName), gameObject);
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
if (GameplayIngredientsSettings.currentSettings.allowUpdateCalls
|
|
&& m_CurrentState != null
|
|
&& m_CurrentState.OnStateUpdate != null
|
|
&& m_CurrentState.OnStateUpdate.Length > 0)
|
|
{
|
|
Callable.Call(m_CurrentState.OnStateUpdate, this.gameObject);
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|