在Unity3D中对状态模式的应用当属于有限状态机的使用,利用状态机管理游戏物体的状态的管理,实现一个AI系统。
状态机类:
[RequireComponent(typeof(NavMeshAgent))]
public class StateManager : MonoBehaviour {
private List<AbsState> listState = new List<AbsState> ();
private AbsState currentState;
public float sight;
public float stoppingDistance;
public Transform targetTF;
public float findInterval;
public string[] tags;
public Transform[] listTarget;
private NavMeshAgent navMeshAgent;
private void Start () {
navMeshAgent = GetComponent<NavMeshAgent> ();
}
private void OnEnable()
{
InvokeRepeating ("FindTarget",0,findInterval);
ConfigState ();
}
private void Disable()
{
CancelInvoke ("FindTarget");
}
private void ConfigState()
{
PatrolState patrolState = new PatrolState ();
patrolState.AddTrigger (TriggerID.SawPlayer,StateID.Pursue);
PursueState pursueState = new PursueState ();
pursueState.AddTrigger (TriggerID.LosePlayer,StateID.Patrol);
listState.Add (patrolState);
listState.Add (pursueState);
ChangeState (StateID.Patrol);
}
private void Update ()
{
if (null == currentState)
return;
currentState.Action (this);
currentState.Reason (this);
}
public void ChangeState(StateID stateId)
{
currentState = listState.Find ((e) => e.stateId == stateId);
}
public void FindTarget()
{
List<GameObject> list = new List<GameObject> ();
for(int i = 0;i < tags.Length;i++)
{
GameObject[] objects = GameObject.FindGameObjectsWithTag (tags[i]);
list.AddRange (Array.FindAll(objects,(e)=>e.tag == tags[i]));
}
GameObject[] array = list.FindAll ((e)=>Vector3.Distance(this.transform.position,e.transform.position)< sight).ToArray();
if (array.Length > 0)
{
targetTF = Min (array,(e)=>Vector3.Distance(this.transform.position,e.transform.position)).transform;
}
}
public delegate K SelectHandler<T,K>(T t);
private T Min<T,K>(T[] array, SelectHandler<T,K> handler) where K :IComparable,IComparable<K>
{
T min = array [0];
for(int i = 1;i < array.Length ;i++)
{
if (handler(min).CompareTo(handler(array [i]))<0)
min = array [i];
}
return min;
}
public void MoveToTarget(Transform targetTF)
{
navMeshAgent.SetDestination (targetTF.position);
}
}
巡逻状态:
public class PatrolState : AbsState
{
private int currentIndex;
public override void Init ()
{
stateId = StateID.Patrol;
}
public override void Action (StateManager stateManage)
{
base.Action (stateManage);
if (Vector3.Distance (stateManage.listTarget [currentIndex].position, stateManage.transform.position)
< stateManage.stoppingDistance)
currentIndex = ++currentIndex % stateManage.listTarget.Length;
stateManage.MoveToTarget (stateManage.listTarget [currentIndex]);
}
}
条件类:
public class SawPlayerTrigger : AbsTrigger {
protected override void Init ()
{
triggerId = TriggerID.SawPlayer;
}
public override bool CheckTrigger (StateManager stateManager)
{
if(null != stateManager.targetTF)
return Vector3.Distance(stateManager.targetTF.position,stateManager.transform.position)
< stateManager.sight;
return false;
}
}
总结:
状态改变引起行的变化是状态模式解决的问题
状态模式将条件分支封装到单独类中,每一个状态类单独存在,不依赖其他对象,方便了当增加新的状态时,不影响已有状态类