FSMManager

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

public enum Transition
{
    SeePlayer,
    NearPlayer,
    LostPlayer,
    Dead
}
public enum State
{
    Chase,
    Attack,
    Patrol,
    Dead
}

public class FSMManager : FSM {
    private List<FSMState> stateList = new List<FSMState>();
    private FSMState curFSMState;
    private State curState;
    private AnimationManagerEnemy _anim;

    public void AddFSMState(FSMState state)
    {
        if (stateList.Count == 0)
        {
            stateList.Add(state);
            curFSMState = state;
            curState = state.state;
            return;
        }

        foreach (FSMState item in stateList)
        {
            if (state == item)
            {
                return;
            }
        }

        stateList.Add(state);
    }

    public void DeleteState(FSMState state)
    {
        foreach (FSMState item in stateList)
        {
            if (state == item)
            {
                stateList.Remove(item);
            }
        }
    }

    public void StateTransition(Transition trans)
    {
        State state = curFSMState.GetState(trans);
        curState = state;
        foreach (FSMState item in stateList)
        {
            if (item.state == curState)
            {
                curFSMState = item;
            }
        }
        Debug.Log(curFSMState.GetType().ToString());
    }

    protected override void FsmInit()
    {
        attackRate = 2;
        lastAttackTime = 0;
        GameObject player = GameObject.FindGameObjectWithTag("Player");
        playerTransform = player.transform;
        if (player == null) 
        {
            Debug.LogError("没找到玩家"); 
        }
        _anim = GetComponent<AnimationManagerEnemy>();
        CreateFSM();
    }

    private void CreateFSM()
    {
        wayPoints = GameObject.FindGameObjectsWithTag("wayPoint");
        Transform[] trans = new Transform[wayPoints.Length];
        int i = 0;
        foreach (GameObject item in wayPoints)
        {
            trans[i] = item.transform;
            i++;
        }
        PatrolState patrol = new PatrolState(trans);
        patrol.AddState(Transition.SeePlayer, State.Chase);
        patrol.AddState(Transition.Dead, State.Dead);
        AddFSMState(patrol);

        ChaseState chaseState = new ChaseState(trans);
        chaseState.AddState(Transition.NearPlayer, State.Attack);
        chaseState.AddState(Transition.LostPlayer, State.Patrol);
        chaseState.AddState(Transition.Dead, State.Dead);
        AddFSMState(chaseState);

        AttackState attackState = new AttackState(trans);
        attackState.AddState(Transition.SeePlayer, State.Chase);
        attackState.AddState(Transition.LostPlayer, State.Patrol);
        attackState.AddState(Transition.Dead, State.Dead);
        AddFSMState(attackState);

        DeadState deadState = new DeadState();
        AddFSMState(deadState);
    }

    protected override void FsmUpdate()
    {
        lastAttackTime += Time.deltaTime;
    }

    protected override void FsmFixedUpdate()
    {
        curFSMState.Reason(playerTransform, transform);
        curFSMState.Action(playerTransform, transform);
    }

    public void PlayAttackAnimtion()
    {
        if (lastAttackTime > attackRate)
        {
            //todo 播放攻击动画
            lastAttackTime = 0;
        }
        else
        {
            //todo 播放站立动画
        }
    }
}

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