Unity下简易状态机(FSM)的实现

Unity 下简易状态机的实现

国庆到处都是人,我的建议是要么出国旅游,要么就宅在家把时间留给自己或家人。朋友约我去星巴克坐着重构代码,想想也是程序猿之间才有的默契。

关于状态机,我想都知道它很常用,就像单例一样,缺了它们,我们在游戏编程世界里呼吸都不畅快。网上也有很多大神写的状态机,比如PlayMaker这样重量级的插件,功能很强大,依赖也不少。程序猿的胃口有时候就是很挑剔,吃惯了大鱼大肉,也想整点清粥小菜。应该有很多朋友跟我一样,希望有一套简易的状态机实现,每行代码自己都了如指掌,实现我们一些简单的状态控制的需求。In hand,伸手就来的方便!

下面是我的实现,有错误或者low的地方,欢迎大家留言,一起进步吧!

状态机流程图

讲到状态机,首当其冲的肯定是状态,我们把状态细分为不同的阶段,每个阶段处理各自的事情。状态里最基本要有OnEnter,OnExit,OnUpdate三个阶段的处理。在 Unity下,我把OnUpdate分得更细,原因在于有些操作需要放在特定的帧下面执行,比如相机的跟随,角色的移动等。

    /// <summary>
    /// 状态基类.
    /// </summary>
    public class FiniteState {
        public string Name {
            get {
                return GetType().Name;
            }
        }

        public virtual void OnEnter(object context){}

        public virtual void OnExit(object context){}

        public virtual void OnUpdate(object context){}

        public virtual void OnFixedUpdate(object context){}

        public virtual void OnLateUpdate(object context){}
    }
}

Transition是有限状态机里面不可或缺的三要素之一,它主要约束状态之间的过渡,A和B两个状态之间是否存在过渡关系,以及过渡的条件是什么,就由FiniteStateTransition来决定。

using UnityEngine;
using System.Collections;

namespace PLY.StateMachine{
    /// <summary>
    /// 状态机过渡约束基类.
    /// </summary>
    public class FiniteStateTransition {
        public string EventName;
        public string LastStateName;
        public string NextStateName;

        public FiniteStateTransition(string eventName, string lastStateName, string nextStateName){
            EventName = eventName;
            LastStateName = lastStateName;
            NextStateName = nextStateName;
        }
    }

最后是管理所有状态及其之间 Transition关系的状态机,它提供映射 Transition的方法,接收触发事件并过渡到对应的状态。

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

namespace PLY.StateMachine {
    /// <summary>
    /// 有限状态机基类.
    /// </summary>
    [System.Serializable]
    public class FiniteStateMachine : MonoBehaviour {
        private object Context_;
        public string CurrentStateName = "EmptyState";

        private FiniteState CurrentState_;
        protected FiniteState CurrentState{
            get{
                return CurrentState_;
            }
            set{
                CurrentState_ = value;
                CurrentStateName = CurrentState_.Name;
            }
        }

        protected FiniteState defaultState;

        private Dictionary<string, FiniteState> allStates_ = new Dictionary<string, FiniteState>();
        private List<FiniteStateTransition> allTransitions_ = new List<FiniteStateTransition>();

        protected virtual void Init(){}

        protected void AddState(FiniteState state){
            allStates_.Add(state.Name, state);
        }

        protected void RemoveState(FiniteState state){
            allStates_.Remove(state.Name);
        }

        /// <summary>
        /// 添加过渡.
        /// </summary>
        /// <param name="eventName">Event name.</param>
        /// <typeparam name="T1">源状态类型.</typeparam>
        /// <typeparam name="T2">目标状态类型.</typeparam>
        protected void AddTransition<T1,T2>(string eventName)where T1 : FiniteState where T2 : FiniteState{
            string lastStateName = typeof(T1).Name;
            string nextStateName = typeof(T2).Name;
            FiniteStateTransition transition = new FiniteStateTransition(eventName, lastStateName, nextStateName );
            allTransitions_.Add(transition);
        }

        protected void AddTransition(FiniteStateTransition transition){
            allTransitions_.Add(transition);
        }

        protected void RemoveTransation(FiniteStateTransition transition){
            allTransitions_.Remove(transition);
        }

        public void SetContext(object context){
            Context_ = context;
        }

        /// <summary>
        /// 发送事件,触发下一状态的切换
        /// </summary>
        /// <param name="eventName">事件名.</param>
        public void SendEvent(string eventName){
            for (int i = 0; i < allTransitions_.Count; i++) {
                FiniteState nextState;
                if (TryGetNextStateByEventName(allTransitions_[i], eventName, out nextState)){
                    ChangeState(nextState);
                    break;
                }
            }
        }

        private bool TryGetNextStateByEventName(FiniteStateTransition transation, string eventName, out FiniteState state){
            state = null;
            if (CurrentState == null || !CurrentState.Name.Equals(transation.LastStateName)) return false;
            if (!eventName.Equals(transation.EventName)) return false;
            return (allStates_.TryGetValue(transation.NextStateName, out state));
        }

        /// <summary>
        /// 切换状态.
        /// </summary>
        /// <param name="newState">New state.</param>
        private void ChangeState(FiniteState newState){
            if (CurrentState != null){
                CurrentState.OnExit(Context_);
            }
            else{
                Debug.LogError("当前状态为空,退出状态失败!", gameObject);
            }

            CurrentState = newState;

            if(CurrentState != null){
                CurrentState.OnEnter(Context_);
            }
            else{
                Debug.LogError("当前状态为空,进入状态失败!", gameObject);
            }
        }

        private void SetDefaultToCurrent(){
            CurrentState = defaultState;
        }

        private void Awake(){
            Init();
            SetDefaultToCurrent();
        }

        private void Start () {
            if (CurrentState != null){
                CurrentState.OnEnter(Context_);
            }       
        }

        private void Update () {
            if (CurrentState != null){
                CurrentState.OnUpdate(Context_);
            }
        }

        private void FixedUpdate(){
            if (CurrentState != null){
                CurrentState.OnFixedUpdate(Context_);
            }
        }

        private void LateUpdate(){
            if (CurrentState != null){
                CurrentState.OnLateUpdate(Context_);
            }
        }
    }
}

下面是我的测试用例了,简单写了一个关于锁的状态机,两种状态:锁住,未锁住。

using UnityEngine;
using System.Collections;
using PLY.StateMachine;

public class PlayerStateMachine : FiniteStateMachine{

    protected override void Init (){
        Locked state1 = new Locked();
        AddState(state1);

        Unlocked state2 = new Unlocked();
        AddState(state2);

        defaultState = state1;

        AddTransition<Locked, Unlocked>("UNLOCK");
        AddTransition<Unlocked, Locked>("LOCK");
    }
}

public class Locked : FiniteState{
    public override void OnEnter (object target){
        Player owner = target as Player;
        owner.Show(true);
    }

    public override void OnExit (object target){}

    public override void OnUpdate (object target){}
}

public class Unlocked : FiniteState{
    public override void OnEnter (object target){
        Player owner = target as Player;
        owner.Show(false);
    }

    public override void OnExit (object target){}

    public override void OnUpdate (object target){}
}
using UnityEngine;
using System.Collections;
using PLY.StateMachine;

public class Player : MonoBehaviour{
    public FiniteStateMachine StateMachine;
    private bool isShowingLockedView_;

    private Texture LockTex_;
    private Texture UnlockTex_;

    private void Awake(){
        StateMachine.SetContext(this);

        LockTex_ = Resources.Load("tex_locked") as Texture;
        UnlockTex_ = Resources.Load("tex_unlocked") as Texture;
    }

    private void OnGUI(){
        if(GUI.Button(new Rect(0,0,120,30), "UNLOCK")){
            StateMachine.SendEvent("UNLOCK");
        }

        if(GUI.Button(new Rect(0,40,120,30), "LOCK")){
            StateMachine.SendEvent("LOCK");
        }

        if(isShowingLockedView_){
            GUI.Label(new Rect(Screen.width/2,50,128,128), new GUIContent(LockTex_));
        }
        else{
            GUI.Label(new Rect(Screen.width/2,50,128,128), new GUIContent(UnlockTex_));
        }
    }

    public void Show(bool isLocked){
        isShowingLockedView_ = isLocked;
    }
}
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