FSM有限状态机
首先是状态机入口
using UnityEngine;
public class Enemy : MonoBehaviour
{
private FSMSystem fsm;
private void Start()
{
InitFSM();
}
private void InitFSM()
{
fsm = new FSMSystem();
FSMState patrolState = new PatrolState(fsm);
patrolState.AddTransition(Transition.SeePlayer, StateID.Chase);
FSMState chaseState = new ChaseState(fsm);
chaseState.AddTransition(Transition.LostPlayer, StateID.Patrol);
fsm.AddState(patrolState);
fsm.AddState(chaseState);
}
private void Update()
{
fsm.Update(gameObject);
}
}
然后是状态机类
using System.Collections.Generic;
using UnityEngine;
public class FSMSystem
{
private Dictionary<StateID, FSMState> states = new Dictionary<StateID, FSMState>();
private StateID currentStateID;
private FSMState currentState;
public void Update(GameObject npc)
{
currentState.Action(npc);
currentState.Reason(npc);
}
public void AddState(FSMState state)
{
if (state == null)
{
Debug.LogError("FSMState不能为空"); return;
}
if (currentState == null)
{
currentState = state;
currentStateID = state.ID;
}
if (states.ContainsKey(state.ID))
{
Debug.LogError("状态" + state.ID + "已经存在,无法重复添加"); return;
}
states.Add(state.ID, state);
}
public void DeleteState(StateID id)
{
if (id == StateID.NullStateID)
{
Debug.LogError("无法删除空状态"); return;
}
if (!states.ContainsKey(id))
{
Debug.LogError("状态不存在,无法删除" + id); return;
}
states.Remove(id);
}
public void PerformTransition(Transition trans)
{
if (trans == Transition.NullTransition)
{
Debug.LogError("无法执行空的转换条件"); return;
}
StateID id = currentState.GetOutputState(trans);
if (id == StateID.NullStateID)
{
Debug.LogError("当前状态" + currentStateID + "无法根据转换条件" + trans + "发生转换"); return;
}
if (!states.ContainsKey(id))
{
Debug.LogError("状态机里不存在状态" + id + ",无法进行状态转换"); return;
}
FSMState state = states[id];
currentState.DoAfterLeaving();
currentState = state;
currentStateID = id;
currentState.DoBeforeEntering();
}
}
状态的父类
using System.Collections.Generic;
using UnityEngine;
public enum Transition
{
NullTransition = 0,
SeePlayer,
LostPlayer
}
public enum StateID
{
NullStateID = 0,
Patrol,
Chase
}
public abstract class FSMState
{
protected StateID stateID;
public StateID ID { get { return stateID; } }
protected Dictionary<Transition, StateID> map = new Dictionary<Transition, StateID>();
protected FSMSystem fsm;
public FSMState(FSMSystem fsm)
{
this.fsm = fsm;
}
public void AddTransition(Transition trans, StateID id)
{
if (trans == Transition.NullTransition)
{
Debug.LogError("不允许NullTransition"); return;
}
if (id == StateID.NullStateID)
{
Debug.LogError("不允许NullStateID"); return;
}
if (map.ContainsKey(trans))
{
Debug.LogError("已经存在该条件" + trans); return;
}
map.Add(trans, id);
}
public void DeleteTransition(Transition trans)
{
if (trans == Transition.NullTransition)
{
Debug.LogError("不允许NullTransition"); return;
}
if (!map.ContainsKey(trans))
{
Debug.LogError("不存在该条件" + trans); return;
}
map.Remove(trans);
}
public StateID GetOutputState(Transition trans)
{
if (map.ContainsKey(trans))
{
return map[trans];
}
return StateID.NullStateID;
}
public virtual void DoBeforeEntering() { }
public virtual void DoAfterLeaving() { }
public abstract void Action(GameObject npc);
public abstract void Reason(GameObject npc);
}
巡逻状态
using System.Collections.Generic;
using UnityEngine;
public class PatrolState : FSMState
{
private List<Transform> path = new List<Transform>();
private int index = 0;
private Transform playerTransform;
public PatrolState(FSMSystem fsm) : base(fsm)
{
stateID = StateID.Patrol;
Transform pathTransform = GameObject.Find("Path").transform;
Transform[] children = pathTransform.GetComponentsInChildren<Transform>();
foreach (Transform child in children)
{
if (child != pathTransform)
{
path.Add(child);
}
}
playerTransform = GameObject.Find("Player").transform;
}
public override void Action(GameObject npc)
{
npc.transform.LookAt(path[index].position);
npc.transform.Translate(Vector3.forward * Time.deltaTime * 3);
if (Vector3.Distance(npc.transform.position, path[index].position) < 1)
{
index++;
index %= path.Count;
}
}
public override void Reason(GameObject npc)
{
if (Vector3.Distance(playerTransform.position, npc.transform.position) < 3)
{
fsm.PerformTransition(Transition.SeePlayer);
}
}
}
追击状态
using UnityEngine;
public class ChaseState : FSMState
{
private Transform playerTransform;
public ChaseState(FSMSystem fsm) : base(fsm)
{
stateID = StateID.Chase;
playerTransform = GameObject.Find("Player").transform;
}
public override void Action(GameObject npc)
{
npc.transform.LookAt(playerTransform.position);
npc.transform.Translate(Vector3.forward * 2 * Time.deltaTime);
}
public override void Reason(GameObject npc)
{
if (Vector3.Distance(playerTransform.position, npc.transform.position) > 6)
{
fsm.PerformTransition(Transition.LostPlayer);
}
}
}
结束语:重点是学习代码的框架和管理思想,以后研究HFSM