using System; using System.Collections.Generic; using UnityEngine; namespace UOP1.StateMachine { public class StateMachine : MonoBehaviour { [Tooltip("Set the initial state of this StateMachine")] [SerializeField] private ScriptableObjects.TransitionTableSO _transitionTableSO = default; #if UNITY_EDITOR [Space] [SerializeField] internal StateMachineDebugger _debugger = default; #endif private readonly Dictionary _cachedComponents = new Dictionary(); private State _currentState; private void Awake() { _currentState = _transitionTableSO.GetInitialState(this); _currentState.OnStateEnter(); #if UNITY_EDITOR _debugger.Awake(this, _currentState._originSO.name); #endif } public new bool TryGetComponent(out T component) where T : Component { var type = typeof(T); if (!_cachedComponents.TryGetValue(type, out var value)) { if (base.TryGetComponent(out component)) _cachedComponents.Add(type, component); return component != null; } component = (T)value; return true; } public T GetOrAddComponent() where T : Component { if (!TryGetComponent(out var component)) { component = gameObject.AddComponent(); _cachedComponents.Add(typeof(T), component); } return component; } public new T GetComponent() where T : Component { return TryGetComponent(out T component) ? component : throw new InvalidOperationException($"{typeof(T).Name} not found in {name}."); } private void Update() { if (_currentState.TryGetTransition(out var transitionState)) Transition(transitionState); _currentState.OnUpdate(); } private void Transition(State transitionState) { _currentState.OnStateExit(); _currentState = transitionState; _currentState.OnStateEnter(); } } }