前言:一个游戏里的一个人物会存在多种状态,那么就需要有一个专门管理这些状态的类。不然会显得杂乱无章,不易于后面状态的增加或者减少。
思路:既然要方便管理,那么首先肯定得有个系统类(专门用来存放所有的状态、状态的增删等功能);然后就是需要把所有的状态都单独写一个类(已达到修改某个状态的时候,其他状态不会受到影响)。
状态管理类:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FSMSystem
{
private Dictionary<StateID, FSMState> states = new Dictionary<StateID, FSMState>();
private StateID currentStateID;
private FSMState currentFSMState;
public void Update(GameObject npc)
{
currentFSMState.Act(npc);
currentFSMState.Reason(npc);
}
/// <summary>
/// 添加状态
/// </summary>
/// <param name="fSMState"></param>
public void AddState(FSMState fSMState)
{
if (fSMState == null) return;
//if (currentFSMState == null)
//{
currentStateID = fSMState.ID;
currentFSMState = fSMState;
//}
if (states.ContainsKey(currentStateID)) return;
states.Add(currentStateID, currentFSMState);
}
/// <summary>
/// 删除状态
/// </summary>
/// <param name="stateID"></param>
public void DeleteState(StateID stateID)
{
if (stateID == StateID.Null) return;
if (!states.ContainsKey(stateID)) return;
states.Remove(stateID);
}
/// <summary>
/// 执行状态条件转换
/// </summary>
/// <param name="transition"></param>
public void PerformTransition(Transition transition)
{
if (transition == Transition.NullTransition) return;
StateID stateID = currentFSMState.GetStateID(transition);
if (stateID == StateID.Null) return;
if (!states.ContainsKey(stateID)) return;
FSMState fSMState = states[stateID];
currentFSMState.StateExit();
currentFSMState = fSMState;
currentStateID = fSMState.ID;
currentFSMState.StateEnter();
}
}
状态基类:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum Transition
{
NullTransition,
SeePlayer,//发现玩家
LostPlayer,//玩家脱离视野范围
AttackPlayer,//攻击玩家
}
public enum StateID
{
Null,
Chase,//追逐
Patrol,//巡逻
Attack,//攻击
}
public abstract class FSMState
{
protected Transition transition;
protected StateID stateID;
protected FSMSystem fSM;
public StateID ID
{
get { return stateID; }
}
protected Dictionary<Transition, StateID> dic = new Dictionary<Transition, StateID>();
public FSMState(FSMSystem fSM)
{
this.fSM = fSM;
}
/// <summary>
/// 增加状态
/// </summary>
/// <param name="transition"></param>
/// <param name="stateID"></param>
public void AddTransition(Transition transition, StateID stateID)
{
if (transition == Transition.NullTransition) return;
if (stateID == StateID.Null) return;
if (dic.ContainsKey(transition)) return;
dic.Add(transition, stateID);
}
/// <summary>
/// 删除状态
/// </summary>
/// <param name="transition"></param>
public void DeleteTransition(Transition transition)
{
if (transition == Transition.NullTransition) return;
if (!dic.ContainsKey(transition)) return;
dic.Remove(transition);
}
/// <summary>
/// 获取状态
/// </summary>
/// <param name="transition"></param>
/// <returns></returns>
public StateID GetStateID(Transition transition)
{
if (transition == Transition.NullTransition) return StateID.Null;
if (!dic.ContainsKey(transition)) return StateID.Null;
return dic[transition];
}
/// <summary>
/// 进入状态
/// </summary>
public virtual void StateEnter() { }
/// <summary>
/// 退出状态
/// </summary>
public virtual void StateExit() { }
/// <summary>
/// 状态持续中,,,
/// </summary>
/// <param name="npc"></param>
public abstract void Act(GameObject npc);
/// <summary>
/// 状态退出前,,,
/// </summary>
/// <param name="npc"></param>
public abstract void Reason(GameObject npc);
}
巡逻状态:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 巡逻状态
/// </summary>
public class PatrolState : FSMState
{
/// <summary>
/// 巡逻路径点集合
/// </summary>
private Transform[] paths;
/// <summary>
/// 当前巡逻路径点索引
/// </summary>
private int index = 0;
/// <summary>
/// 移动速度
/// </summary>
private float moveSpeed = 0.5f;
/// <summary>
/// 玩家
/// </summary>
private Transform player;
public PatrolState(FSMSystem fSM, Transform player) : base(fSM)
{
this.player = player;
paths = GameObject.Find("Path").GetComponentsInChildren<Transform>();
stateID = StateID.Patrol;
}
public override void Act(GameObject npc)
{
npc.transform.LookAt(paths[index].position);
npc.transform.Translate(Vector3.forward * Time.deltaTime * moveSpeed);
if (Vector3.Distance(npc.transform.position, paths[index].position) < 1)
{
index++;
index %= paths.Length;
}
}
public override void Reason(GameObject npc)
{
npc.GetComponent<Animator>().SetFloat("Speed", moveSpeed );
if (Vector3.Distance(player.position, npc.transform.position) < 10)
{
fSM.PerformTransition(Transition.SeePlayer);
}
}
}
追逐状态:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 追逐状态
/// </summary>
public class ChaseState : FSMState
{
/// <summary>
/// 移动速度
/// </summary>
private float moveSpeed = 2f;
/// <summary>
/// 玩家
/// </summary>
private Transform player;
public ChaseState(FSMSystem fSM, Transform player) : base(fSM)
{
stateID = StateID.Chase;
this. player = player;
}
public override void Act(GameObject npc)
{
npc.transform.LookAt(player.position);
npc.transform.Translate(Vector3.forward * Time.deltaTime * moveSpeed);
}
public override void Reason(GameObject npc)
{
npc.GetComponent<Animator>().SetFloat("Speed", moveSpeed / 2);
if (Vector3.Distance(player.position, npc.transform.position) >= 10)
{
fSM.PerformTransition(Transition.LostPlayer);
}
else if (Vector3.Distance(player.position, npc.transform.position) <= 1f )
{
fSM.PerformTransition(Transition.AttackPlayer);
}
}
}
攻击状态:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 攻击状态
/// </summary>
public class AttackState : FSMState
{
/// <summary>
/// 玩家
/// </summary>
private Transform player;
public AttackState(FSMSystem fSM, Transform player) : base(fSM)
{
stateID = StateID.Attack;
this.player = player;
}
public override void Act(GameObject npc)
{
}
public override void Reason(GameObject npc)
{
if (Vector3.Distance(player.position, npc.transform.position) > 1f)
{
if (Vector3.Distance(player.position, npc.transform.position) >= 10)
{
fSM.PerformTransition(Transition.LostPlayer);
}
else if (Vector3.Distance(player.position, npc.transform.position) < 10)
{
fSM.PerformTransition(Transition.SeePlayer);
}
return;
}
npc.GetComponent<Animator>().SetTrigger("Attack01");
}
}
状态持有者实现类:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Enemy : MonoBehaviour
{
private FSMSystem fSM;
private Transform player;
private void Start()
{
fSM = new FSMSystem();
FSMState patrolState = new PatrolState(fSM, player);
patrolState.AddTransition(Transition.SeePlayer, StateID.Chase);
patrolState.AddTransition(Transition.AttackPlayer, StateID.Attack);
//patrolState.AddTransition(Transition.LostPlayer, StateID.Patrol);
FSMState chaseState = new ChaseState(fSM, player);
chaseState.AddTransition(Transition.LostPlayer, StateID.Patrol);
chaseState.AddTransition(Transition.AttackPlayer, StateID.Attack);
//chaseState.AddTransition(Transition.SeePlayer, StateID.Chase);
FSMState attackState = new AttackState(fSM, player);
attackState.AddTransition(Transition.SeePlayer, StateID.Chase);
attackState.AddTransition(Transition.LostPlayer, StateID.Patrol);
//attackState.AddTransition(Transition.AttackPlayer, StateID.Attack);
fSM.AddState(patrolState);
fSM.AddState(chaseState);
fSM.AddState(attackState);
}
private void Update()
{
fSM.Update(gameObject);
}
}
以上就是FSM有限状态机的一种实现思路,由于个人没时间改造,所以就先不改良了。等后期有时间了再说。