框架搭建
概念
有限状态机(FSM),即在有限的状态里面进行状态的转移,并执行相应状态下的动作。
状态机主要要素有
- 当前状态
- 当前状态下执行的动作
- 切换到下一个状态的条件
- 下一个状态
Animator就是一个状态机模型
状态机架构对现有控制模式的改变
拿角色移动举例
现状
void Update()
{
// Move(-Input.GetAxis("Horizontal"), -Input.GetAxis("Vertical"));
}
//private void Move(float horizontal, float vertical)
//{
// if (Mathf.Abs(horizontal) > 0.5 || Mathf.Abs(vertical) > 0.5)
// {
// this.m_Animator.SetBool("IsRun", true);
// Rotating(horizontal, vertical);
// Vector3 direct = Vector3.zero;
// if (m_Controller.isGrounded)
// {
// direct = new Vector3(transform.forward.x, -1, transform.forward.z);
// }
// direct.y -= 20 * Time.deltaTime;
// m_Controller.Move(direct * speed * Time.deltaTime);
// }
// else
// {
// this.m_Animator.SetBool("IsRun", false);
// }
//}
1.PlayerController 监听键盘事件
2.当用户按下前进按钮,执行Move方法
状态机模式
1.FSM监听键盘事件
2.当用户按下前进按钮后,验证是否满足由 Idle 切换至 Move 状态的条件
3.满足后, 当前状态由Idle变为Move,执行Move状态的Action
4.Move状态调用PlayerController的Move方法进行移动
状态机模式的好处
- 结构清晰,避免程序的复杂性,提高系统的可维护性
- 方便状态的扩展
状态机模式的坏处
- 子类会很多
设计
主要有三大类:
- 控制类,用于控制状态的切换,如上图Animator就是一个控制类
- 状态类,表示当前处于的状态,如Idle, Run
- 条件触发类,就是每个状态之间的转换条件,就是上图中的连线
由于状态机不只是控制角色,也可以用来实现敌人的AI,所以再抽象下
实现
Trigger
负责状态切换检测条件是否满足
TriggerType: 唯一标识,枚举类型
HandleEvaluate : 检测条件是否满足
在派生类中具体实现检查方法
public enum FSMTriggerType
{
CanBeMove,
IsIdle,
}
public abstract class FSMTrigger
{
private List<FSMTrigger> m_SubTriggerList = new List<FSMTrigger>();
public FSMTriggerType TriggerType { get; set; }
public FSMTrigger()
{
Init();
}
public abstract void Init();
/// <summary>
/// 是否满足状态切换的条件
/// </summary>
/// <param name="fsm"></param>
/// <returns></returns>
protected abstract bool Evaluate(FSMBase fsm);
/// <summary>
/// 检查子条件
/// </summary>
/// <param name="fsm"></param>
/// <returns></returns>
protected bool CheckSubTriggerList(FSMBase fsm)
{
if (this.m_SubTriggerList.Count == 0)
return true;
for (int i = 0; i < this.m_SubTriggerList.Count; i++)
{//子条件全部满足返回真,否则返回假
if (!this.m_SubTriggerList[i].Evaluate(fsm))
{
return false;
}
}
return true;
}
public bool HandleEvaluate(FSMBase fsm)
{
return Evaluate(fsm);
}
}
State
TriggerList: 当前状态的触发器
TriggerStateMap:触发器与状态的对应关系
EnterState:进入这个状态要执行的操作
ExitState: 离开状态要执行的操作
Action: 循环执行的操作
public enum FSMStateType
{
None,
Default,
Idle,
Move,
}
public abstract class FSMState
{
public FSMStateType StateType { get; set; }
protected List<FSMTrigger> triggerList = new List<FSMTrigger>();
protected Dictionary<FSMTriggerType, FSMStateType> triggerStateMap = new Dictionary<FSMTriggerType, FSMStateType>();
public FSMState()
{
InitState();
}
public abstract void EnterState(FSMBase fsm);
public abstract void ExitState(FSMBase fsm);
public abstract void Action(FSMBase fsm);
public void CheckTrigger(FSMBase fsm)
{
foreach (FSMTrigger trigger in this.triggerList)
{
if (trigger.HandleEvaluate(fsm))
fsm.ChangeActiveState(trigger.TriggerType);
}
}
public abstract void InitState();
public void AddTrigger(FSMTriggerType triggerType, FSMStateType stateType)
{
if (!this.triggerStateMap.ContainsKey(triggerType))
{
this.triggerStateMap.Add(triggerType, stateType);
var type = Type.GetType(triggerType.ToString() + "Trigger");
if(type != null)
{
var trigger = Activator.CreateInstance(type) as FSMTrigger;
this.triggerList.Add(trigger);
}
}
else
{
this.triggerStateMap[triggerType] = stateType;
}
}
public void DeleteTrigger(FSMTriggerType triggerType)
{
if (this.triggerStateMap.ContainsKey(triggerType))
{
this.triggerStateMap.Remove(triggerType);
this.triggerList.RemoveAll(x => x.TriggerType == triggerType);
}
}
public FSMStateType GetState(FSMTriggerType triggerType)
{
if (this.triggerStateMap.ContainsKey(triggerType))
return this.triggerStateMap[triggerType];
else
return FSMStateType.None;
}
FSMBase
CurrentState: 记录当前状态
DefaultState: 默认状态
CharacterController : 不是U3D的组件,而是PlayerController的基类,用于实现角色具体执行动作的方法
StateList: 所有状态的集合
Update: 实现轮询监听是否有促发当前状态的切换条件
Config: 配置所有状态的的切换关系
ChangeActiveState: 切换状态
[RequireComponent(typeof(AliCharacterController))]
[RequireComponent(typeof(CharacterStatus))]
[RequireComponent(typeof(CharacterAnimationManager))]
public abstract class FSMBase : MonoBehaviour
{
public CharacterStatus CharacterStatus { get; private set;}
public AliCharacterController Controller { get; private set; }
private CharacterAnimationManager m_AnimManger;
private List<FSMState> m_StateList;
private FSMState m_StateCur;
private FSMState m_StateDft;
public FSMStateType CurrentStateType;
public FSMStateType DefaultStateType;
void Awake()
{
this.m_StateList = new List<FSMState>();
}
void Start()
{
this.CharacterStatus = this.GetComponent<CharacterStatus>();
this.m_AnimManger = this.GetComponent<CharacterAnimationManager>();
this.Controller = this.GetComponent<AliCharacterController>();
ConfigFSM();
InitDefaultState();
}
void Update()
{
if(this.m_StateCur != null)
{
this.m_StateCur.Action(this);
this.m_StateCur.CheckTrigger(this);
}
}
private void InitDefaultState()
{
this.m_StateDft = this.m_StateList.Find(x => x.StateType == DefaultStateType);
this.m_StateCur = this.m_StateDft;
this.CurrentStateType = this.m_StateCur.StateType;
this.m_StateCur.EnterState(this);
}
public abstract void ConfigFSM();
public void AddState(FSMState state)
{
if(!this.m_StateList.Exists(x => x.StateType == state.StateType))
{
this.m_StateList.Add(state);
}
}
public void RemoveState(FSMState state)
{
this.m_StateList.Remove(state);
}
public void ChangeActiveState(FSMTriggerType triggerType)
{
if (this.m_StateCur == null)
return;
FSMStateType stateType = this.m_StateCur.GetState(triggerType);
if (stateType == FSMStateType.None)
return;
this.m_StateCur.ExitState(this);
if (stateType == FSMStateType.Default)
this.m_StateCur = this.m_StateDft;
else
this.m_StateCur = this.m_StateList.Find(x => x.StateType == stateType);
this.CurrentStateType = this.m_StateCur.StateType;
this.m_StateCur.EnterState(this);
}
public void PlayAnimation(string paramName)
{
this.m_AnimManger.PlayAnimation(paramName);
}
}
其他相关类
角色控制基类
public abstract class AliCharacterController : MonoBehaviour
{
public float rotaionSpeed = 0.5f;
private CharacterController m_Controller;
protected CharacterStatus m_Status;
protected virtual void Start()
{
this.m_Controller = this.GetComponent<CharacterController>();
this.m_Status = this.GetComponent<CharacterStatus>();
}
public abstract void Move();
protected void Move(Vector3 target, float speed)
{
Rotating(target.x, target.z);
Vector3 direct = Vector3.zero;
if (m_Controller.isGrounded)
{
direct = new Vector3(transform.forward.x, -1, transform.forward.z);
}
direct.y -= 20 * Time.deltaTime;
this.m_Controller.Move(direct * speed * Time.deltaTime);
}
protected void Rotating(float horizontal, float vertical)
{
var targetDirection = new Vector3(horizontal, 0, vertical);
var targetRotation = Quaternion.LookRotation(targetDirection, Vector3.up);
this.transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, this.rotaionSpeed);
}
}
动画参数常量
public class AnimationParameters
{
public static string Idle = "Idle";
public static string Move = "Move";
public static string Attck = "Attack";
}
动画管理基类
public abstract class CharacterAnimationManager: MonoBehaviour
{
private Animator m_Anim;
private bool m_IsAttack;
private string m_AnimCur;
void Start()
{
this.m_Anim = GetComponent<Animator>();
this.m_AnimCur = "Idle";
}
public void PlayAnimation(string paraName)
{
if (paraName.Contains("Attack"))
{
this.m_IsAttack = true;
}
this.m_Anim.SetBool(m_AnimCur, false);
this.m_Anim.SetBool(paraName, true);
this.m_AnimCur = paraName;
}
}