Unity3D架构系列之- FSM有限状态机设计二

原文:http://www.manew.com/thread-37244-1-1.html


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:

</pre><pre>

<pre name="code" class="csharp">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:

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);
        }

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

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);
        }
}

上面整个FSMStateMachine类就封装完了。

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