[大洋] Unity3D架构系列之- FSM有限状态机设计一至四

    Unity3D架构系列之- FSM有限状态机设计一

    我们在游戏开发中经常面临架构设计问题,在蛮牛问答里面也有好多朋友问关于架构方面的问题,在这里我就将一些经常使用的游戏开发方面的知识跟大家介绍 一下, 一是给大家提供一个设计思路,在此基础上可以举一反三,二是大家可以通过这个平台共同学习。闲话不多说了,切入正题,FSM有限状态机,在游戏开发中如何使用?那些模块的设计需要它?接下来我们就分析一下游戏:

         比如我们的玩家自身的状态切换,Idle,walk,attack等等,这些都属于状态的切换,可以用有限状态机;还有比如玩家去完任务:领取任务,杀怪,交易,交接任务;还有界面逻辑比如登录,进入场景,退出等等,在游戏中状态切换还是很多的,以上我说的都可以使用有限状态机。既然这么多地方可以使用,那么我们如何去设计有限状态机?

        下面我们先设计我们的FSM有限状态机类图,如下所示:

         

    在这里我的优先状态机,共五个类文件组成。下面就给大家一一说明:

    第一个是IState类,这个类是抽象的,主要是实现有限状态机的接口,书写如下:

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[/p][p=26, null , left][font=微软雅黑][size=3][color=#696969] using UnityEngine;
using System.Collections;
 
public interface IState {
         void OnEnter( string prevState);
         void OnExit( string nextState);
         void OnUpdate();
}[/color][/size][/font][/p][p=26, null , left][font=微软雅黑][size=3][color=#696969]


这个抽象类一共只有三个接口,一个是进入状态,停止状态,更新状态。

第二个类我会在系列二中给大家介绍。

时间有点晚了,就先到这里吧。

  Unity3D架构系列之- FSM有限状态机设计二

   在设计一中,我们把IState类设计了一下,接下来,我们写一下FiniteStateMachine这个类,这个类主要的作用就是对于外界调用,这个类是独立封装的,不继承Mono。这个类的功能是提供一个栈,用于存放FSState,还有通过Update进行状态的切换,以及对栈的管理,Pop和Push操作以及状态的注册。最重要的一点是声明了三个委托函数代码如下:


public delegate void EnterState(string stateName);
public delegate void PushState(string stateName, string lastStateName);
public delegate void PopState();



主要是用于状态之间的切换。定义了Dictionary和Stack,前者用于State注册,后者是状态切换。代码如下:


   

protected Dictionary<string, FSState> mStates;
protected Stack<FSState>    mStateStack;



对应的相关处理函数如下:


     

public void Register(string stateName, IState stateObject) {
  if (mStates.Count == 0)
   mEntryPoint = stateName;
  mStates.Add(stateName, new FSState(stateObject, this, stateName, Enter, Push, Pop));
}


用于状态机的注册,对Stack的操作是如下两个函数,一个是Pop,一个是Push函数。代码如下:

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[/p][p=26, null , left] public void Push( string newState) {
                 string lastName = null ;
                 if (mStateStack.Count > 1) {
                         lastName = mStateStack.Peek().StateName;
                 }
                 Push(newState, lastName);
         }
 
         protected void Push( string stateName, string lastStateName) {
                 mStateStack.Push(mStates[stateName]);
                 mStateStack.Peek().StateObject.OnEnter(lastStateName);
         }
 
         public void Pop() {
                 Pop( null );
         }
 
         protected string Pop( string newName) {
                 FSState lastState = mStateStack.Peek();
                 string newState = null ;
                 if (newName == null && mStateStack.Count > 1) {
                         int index = 0;
                         foreach (FSState item in mStateStack) {
                                 if (index++ == mStateStack.Count - 2) {
                                         newState = item.StateName;
                                 }
                         }
                 }
                 else {
                         newState = newName;
                 }
 
                 string lastStateName = null ;
                 if (lastState != null ) {
                         lastStateName = lastState.StateName;
                         lastState.StateObject.OnExit(newState);
                 }
                 mStateStack.Pop();
                 return lastStateName;
         }

下面增加了状态触发消息事件,代码如下:

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[/p][p=26, null , left] public void Trigger( string eventName) {
                 CurrentState.Trigger(eventName);
         }
 
         public void Trigger( string eventName, object param1) {
                 CurrentState.Trigger(eventName, param1);
         }
 
         public void Trigger( string eventName, object param1, object param2) {
                 CurrentState.Trigger(eventName, param1, param2);
         }
 
         public void Trigger( string eventName, object param1, object param2, object param3) {
                 CurrentState.Trigger(eventName, param1, param2, param3);
         }[/p][p=26, null , left]

FiniteStateMachine核心的功能给大家介绍完了,下面奉上整个类的代码:

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<font face= "微软雅黑" ><font size= "3" ><font color= "black" >[/color][/size][/font][/p][p=26, null , left][font=微软雅黑][size=3][color=black] using UnityEngine;
using System.Collections;
using System.Collections.Generic;
 
public class FiniteStateMachine {
         public delegate void EnterState( string stateName);
         public delegate void PushState( string stateName, string lastStateName);
         public delegate void PopState();
 
         protected Dictionary< string , FSState>        mStates;
         protected string                                                mEntryPoint;
         protected Stack<FSState>                                mStateStack;
 
         public FiniteStateMachine() {
                 mStates = new Dictionary< string , FSState>();
                 mStateStack = new Stack<FSState>();
                 mEntryPoint = null ;
         }
 
         public void Update() {
                 if (CurrentState == null ) {
                         mStateStack.Push(mStates[mEntryPoint]);
                         CurrentState.StateObject.OnEnter( null );
                 }
                 CurrentState.StateObject.OnUpdate();
         }
 
         public void Register( string stateName, IState stateObject) {
                 if (mStates.Count == 0)
                         mEntryPoint = stateName;
                 mStates.Add(stateName, new FSState(stateObject, this , stateName, Enter, Push, Pop));
         }
 
         public FSState State( string stateName) {
                 return mStates[stateName];
         }
 
         public void EntryPoint( string startName) {
                 mEntryPoint = startName;
         }
 
         public FSState CurrentState {
                 get {
                         if (mStateStack.Count == 0)
                                 return null ;
                         return mStateStack.Peek();
                 }
         }
 
         public void Enter( string stateName) {
                 Push(stateName, Pop(stateName));
         }
 
         public void Push( string newState) {
                 string lastName = null ;
                 if (mStateStack.Count > 1) {
                         lastName = mStateStack.Peek().StateName;
                 }
                 Push(newState, lastName);
         }
 
         protected void Push( string stateName, string lastStateName) {
                 mStateStack.Push(mStates[stateName]);
                 mStateStack.Peek().StateObject.OnEnter(lastStateName);
         }
 
         public void Pop() {
                 Pop( null );
         }
 
         protected string Pop( string newName) {
                 FSState lastState = mStateStack.Peek();
                 string newState = null ;
                 if (newName == null && mStateStack.Count > 1) {
                         int index = 0;
                         foreach (FSState item in mStateStack) {
                                 if (index++ == mStateStack.Count - 2) {
                                         newState = item.StateName;
                                 }
                         }
                 }
                 else {
                         newState = newName;
                 }
 
                 string lastStateName = null ;
                 if (lastState != null ) {
                         lastStateName = lastState.StateName;
                         lastState.StateObject.OnExit(newState);
                 }
                 mStateStack.Pop();
                 return lastStateName;
         }
 
         public void Trigger( string eventName) {
                 CurrentState.Trigger(eventName);
         }
 
         public void Trigger( string eventName, object param1) {
                 CurrentState.Trigger(eventName, param1);
         }
 
         public void Trigger( string eventName, object param1, object param2) {
                 CurrentState.Trigger(eventName, param1, param2);
         }
 
         public void Trigger( string eventName, object param1, object param2, object param3) {
                 CurrentState.Trigger(eventName, param1, param2, param3);
         }
}
</font></font></font>


上面整个FSMStateMachine类就封装完了,要知后事如何?且看系列三的讲解。

    Unity3D架构系列之- FSM有限状态机设计三

在设计二中,我们实现了有限状态机管理类,接下来,我们实现FSState这个类,这里类主要是状态的基本操作以及事件触发。在这里我们定义了在FiniteStateMachine类里声明的三个委托。在FSState里面使用的代码如下:
        protected FiniteStateMachine.EnterState mEnterDelegate;
        protected FiniteStateMachine.PushState mPushDelegate;

        protected FiniteStateMachine.PopState mPopDelegate;
这个FSState是独立的一个类,不继承Mono,我们定义了一个构造函数,将我们的委托进行了初始化:
        public FSState(IState obj, FiniteStateMachine owner, string name, FiniteStateMachine.EnterState e, FiniteStateMachine.PushState pu, FiniteStateMachine.PopState po) {
                mStateObject = obj;
                mStateName = name;
                mOwner = owner;
                mEnterDelegate = e;
                mPushDelegate = pu;
                mPopDelegate = po;
                mTranslationEvents = new Dictionary<string, FSEvent>();

        }


我们声明了FSEvent事件处理函数用于将事件的名字和事件加入的Dictionary里面
        public FSEvent On(string eventName) {
                FSEvent newEvent = new FSEvent(eventName, null, this, mOwner, mEnterDelegate, mPushDelegate, mPopDelegate);
                mTranslationEvents.Add(eventName, newEvent);
                return newEvent;

        }
加入到列表后,我们需要从表里面取出去执行,这就需要Trigger触发函数:
        public void Trigger(string name) {
                mTranslationEvents[name].Execute(null, null, null);
        }


        public void Trigger(string eventName, object param1) {
                mTranslationEvents[eventName].Execute(param1, null, null);
        }
        
        public void Trigger(string eventName, object param1, object param2) {
                mTranslationEvents[eventName].Execute(param1, param2, null);
        }
        
        public void Trigger(string eventName, object param1, object param2, object param3) {
                mTranslationEvents[eventName].Execute(param1, param2, param3);

        }
以上也是FSState类的核心代码,闲话少说,FSState类的整个代码,如下:

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[/color][/size][/font]
[font=微软雅黑][size=3][color=#000000]
[/color][/size][/font]
[font=微软雅黑][size=3][color=#000000] using System;
using System.Collections;
using System.Collections.Generic;
 
public class FSState {
         protected FiniteStateMachine.EnterState mEnterDelegate;
         protected FiniteStateMachine.PushState mPushDelegate;
         protected FiniteStateMachine.PopState mPopDelegate;
 
         protected IState mStateObject;
         protected string mStateName;
         protected FiniteStateMachine mOwner;
         protected Dictionary< string , FSEvent> mTranslationEvents;
 
         public FSState(IState obj, FiniteStateMachine owner, string name, FiniteStateMachine.EnterState e, FiniteStateMachine.PushState pu, FiniteStateMachine.PopState po) {
                 mStateObject = obj;
                 mStateName = name;
                 mOwner = owner;
                 mEnterDelegate = e;
                 mPushDelegate = pu;
                 mPopDelegate = po;
                 mTranslationEvents = new Dictionary< string , FSEvent>();
         }
 
         public IState StateObject {
                 get {
                         return mStateObject;
                 }
         }
 
         public string StateName {
                 get {
                         return mStateName;
                 }
         }
 
         public FSEvent On( string eventName) {
                 FSEvent newEvent = new FSEvent(eventName, null , this , mOwner, mEnterDelegate, mPushDelegate, mPopDelegate);
                 mTranslationEvents.Add(eventName, newEvent);
                 return newEvent;
         }
 
         public void Trigger( string name) {
                 mTranslationEvents[name].Execute( null , null , null );
         }
 
         public void Trigger( string eventName, object param1) {
                 mTranslationEvents[eventName].Execute(param1, null , null );
         }
         
         public void Trigger( string eventName, object param1, object param2) {
                 mTranslationEvents[eventName].Execute(param1, param2, null );
         }
         
         public void Trigger( string eventName, object param1, object param2, object param3) {
                 mTranslationEvents[eventName].Execute(param1, param2, param3);
         }
 
 
         public FSState On<T>( string eventName, Func<T, bool > action) {
                 FSEvent newEvent = new FSEvent(eventName, null , this , mOwner, mEnterDelegate, mPushDelegate, mPopDelegate);
                 newEvent.mAction = delegate ( object o1, object o2, object o3) {
                         T param1;
                         try { param1 = (T)o1; } catch { param1 = default (T); }
                         action(param1);
                         return true ;
                 };
                 mTranslationEvents.Add(eventName, newEvent);
                 return this ;
         }
         
         public FSState On<T>( string eventName, Action<T> action) {
                 FSEvent newEvent = new FSEvent(eventName, null , this , mOwner, mEnterDelegate, mPushDelegate, mPopDelegate);
                 newEvent.mAction = delegate ( object o1, object o2, object o3) {
                         T param1;
                         try { param1 = (T)o1; } catch { param1 = default (T); }
                         action(param1);
                         return true ;
                 };
                 mTranslationEvents.Add(eventName, newEvent);
                 return this ;
         }
         
         public FSState On<T1, T2>( string eventName, Func<T1, T2, bool > action) {
                 FSEvent newEvent = new FSEvent(eventName, null , this , mOwner, mEnterDelegate, mPushDelegate, mPopDelegate);
                 newEvent.mAction = delegate ( object o1, object o2, object o3) {
                         T1 param1;
                         T2 param2;
                         try { param1 = (T1)o1; } catch { param1 = default (T1); }
                         try { param2 = (T2)o2; } catch { param2 = default (T2); }
                         action(param1, param2);
                         return true ;
                 };
                 mTranslationEvents.Add(eventName, newEvent);
                 return this ;
         }
         
         public FSState On<T1, T2>( string eventName, Action<T1, T2> action) {
                 FSEvent newEvent = new FSEvent(eventName, null , this , mOwner, mEnterDelegate, mPushDelegate, mPopDelegate);
                 newEvent.mAction = delegate ( object o1, object o2, object o3) {
                         T1 param1;
                         T2 param2;
                         try { param1 = (T1)o1; } catch { param1 = default (T1); }
                         try { param2 = (T2)o2; } catch { param2 = default (T2); }
                         action(param1, param2);
                         return true ;
                 };
                 mTranslationEvents.Add(eventName, newEvent);
                 return this ;
         }
 
         public FSState On<T1, T2, T3>( string eventName, Func<T1, T2, T3, bool > action) {
                 FSEvent newEvent = new FSEvent(eventName, null , this , mOwner, mEnterDelegate, mPushDelegate, mPopDelegate);
                 newEvent.mAction = delegate ( object o1, object o2, object o3) {
                         T1 param1;
                         T2 param2;
                         T3 param3;
                         try { param1 = (T1)o1; } catch { param1 = default (T1); }
                         try { param2 = (T2)o2; } catch { param2 = default (T2); }
                         try { param3 = (T3)o3; } catch { param3 = default (T3); }
                         action(param1, param2, param3);
                         return true ;
                 };
                 mTranslationEvents.Add(eventName, newEvent);
                 return this ;
         }
         
         public FSState On<T1, T2, T3>( string eventName, Action<T1, T2, T3> action) {
                 FSEvent newEvent = new FSEvent(eventName, null , this , mOwner, mEnterDelegate, mPushDelegate, mPopDelegate);
                 newEvent.mAction = delegate ( object o1, object o2, object o3) {
                         T1 param1;
                         T2 param2;
                         T3 param3;
                         try { param1 = (T1)o1; } catch { param1 = default (T1); }
                         try { param2 = (T2)o2; } catch { param2 = default (T2); }
                         try { param3 = (T3)o3; } catch { param3 = default (T3); }
                         action(param1, param2, param3);
                         return true ;
                 };
                 mTranslationEvents.Add(eventName, newEvent);
                 return this ;
         }
}


接下来,我会在设计四中给大家介绍FSEvent类的实现,敬请期待。

  

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