游戏中的设计模式之状态模式 笔记

原文来自:https://github.com/TYJia/GameDesignPattern_U3D_Version

  1. SwitchCase版本,用按键控制一盏冷暖灯,关灯状态下,按一次打开暖光,再按切换为白光,再按变为暖白光,再按关闭
  2. 状态类版本,交通灯 停止、通行、闪烁、等待的切换

基本思想:

现在状态和条件决定对象的新状态,状态决定行为(Unity内AnimationController就是状态机)

 

为什么要使用它:

  • 使流程清晰化、结构化
  • 简化判断逻辑,比如嘴的状态是洗牙,那就不应该做出咀嚼的行为;必须是在憋气,那就不应该做出呼吸的行为

 

缺点:

当状态量较大时,代码量激增,可读性也很差,状态变化和状态行为都需要大量的信息传递,十分不便

 

代码示例:

LightStateClass.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class LightStateClass : MonoBehaviour
{

    public GameObject GreenLightObj;
    public GameObject YellowLightObj;
    public GameObject RedLightObj;

    private Material GreenLight;
    private Material YellowLight;
    private Material RedLight;

    private TrafficState TrafficLight;

    void Start()
    {
        GreenLight = GreenLightObj.GetComponent<Renderer>().material;
        YellowLight = YellowLightObj.GetComponent<Renderer>().material;
        RedLight = RedLightObj.GetComponent<Renderer>().material;
        SetState(new Pass());

    }

    void Update()
    {
        TrafficLight.ContinousStateBehaviour(this, GreenLight, YellowLight, RedLight);

    }

    public void SetState(TrafficState state)
    {
        TrafficLight = state;
        TrafficLight.StateStart(GreenLight, YellowLight, RedLight);
    }
}

public abstract class TrafficState
{
    public float Duration;

    public float Timer;

    public virtual void StateStart(Material GreenLight, Material YellowLight, Material RedLight)
    {
        Timer = Time.time;
    }
    public abstract void ContinousStateBehaviour(LightStateClass mLSC, Material GreenLight, Material YellowLight, Material RedLight);
}

public class Pass : TrafficState
{
    public Pass()
    {
        Duration = 2;
    }

    public override void StateStart(Material GreenLight, Material YellowLight, Material RedLight)
    {
        base.StateStart(GreenLight, YellowLight, RedLight);
        GreenLight.SetColor("_EmissionColor", Color.green);
        YellowLight.SetColor("_EmissionColor", Color.black);
        RedLight.SetColor("_EmissionColor", Color.black);
    }
    public override void ContinousStateBehaviour(LightStateClass mLSC, Material GreenLight, Material YellowLight, Material RedLight)
    {
        if (Time.time > Timer + Duration)
        {
            mLSC.SetState(new PassBlink());
        }
    }
}

public class PassBlink : TrafficState
{
    private bool On = true;
    private float BlinkTimer = 0;

    public PassBlink()
    {
        Duration = 1;
    }

    public override void StateStart(Material GreenLight, Material YellowLight, Material RedLight)
    {
        base.StateStart(GreenLight, YellowLight, RedLight);
    }

    private static void SwitchGreen(Material GreenLight, bool open)
    {
        Color color = open ? Color.green : Color.black;
        GreenLight.SetColor("_EmissionColor", color);
    }

    public override void ContinousStateBehaviour(LightStateClass mLSC, Material GreenLight, Material YellowLight, Material RedLight)
    {
        if (Time.time > Timer + Duration)
        {
            mLSC.SetState(new Wait());
        }
        if (Time.time > BlinkTimer + 0.2f)
        {
            On = !On;
            BlinkTimer = Time.time;
            SwitchGreen(GreenLight,On);
        }
    }
}

public class Wait : TrafficState
{
    public Wait()
    {
        Duration = 1;
    }

    public override void StateStart(Material GreenLight, Material YellowLight, Material RedLight)
    {
        base.StateStart(GreenLight, YellowLight, RedLight);
        GreenLight.SetColor("_EmissionColor", Color.black);
        YellowLight.SetColor("_EmissionColor", Color.yellow);
        RedLight.SetColor("_EmissionColor", Color.black);
    }
    public override void ContinousStateBehaviour(LightStateClass mLSC, Material GreenLight, Material YellowLight, Material RedLight)
    {
        if (Time.time > Timer + Duration)
        {
            mLSC.SetState(new Stop());
        }
    }
}

public class Stop : TrafficState
{
    public Stop()
    {
        Duration = 1;
    }

    public override void StateStart(Material GreenLight, Material YellowLight, Material RedLight)
    {
        base.StateStart(GreenLight, YellowLight, RedLight);
        GreenLight.SetColor("_EmissionColor", Color.black);
        YellowLight.SetColor("_EmissionColor", Color.black);
        RedLight.SetColor("_EmissionColor", Color.red);
    }
    public override void ContinousStateBehaviour(LightStateClass mLSC, Material GreenLight, Material YellowLight, Material RedLight)
    {
        if (Time.time > Timer + Duration)
        {
            mLSC.SetState(new Pass());
        }
    }
}

LightSwitchCase.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class LightSwitchCase : MonoBehaviour {

    public LightState CurrentState = LightState.Off;

    private Light mLight;
    private Material mMat;

    public enum LightState
    {
        Off,
        Warm,
        White,
        WarmWhite
    }

    private void Awake()
    {
        mLight = GetComponent<Light>();
        mMat = GetComponentInChildren<Renderer>().material;
    }

    public void OnChangeState()
    {
        //状态转换
        switch (CurrentState)
        {
            case LightState.Off:
                CurrentState = LightState.Warm;
                break;
            case LightState.Warm:
                CurrentState = LightState.White;
                break;
            case LightState.White:
                CurrentState = LightState.WarmWhite;
                break;
            case LightState.WarmWhite:
                CurrentState = LightState.Off;
                break;
            default:
                CurrentState = LightState.Off;
                break;
        }
        //状态行为
        switch (CurrentState)
        {
            case LightState.Off:
                mLight.color = Color.black;
                mMat.SetColor("_EmissionColor", mLight.color);
                break;
            case LightState.Warm:
                mLight.color = new Color(0.8f, 0.5f, 0);
                mMat.SetColor("_EmissionColor", mLight.color);
                break;
            case LightState.White:
                mLight.color = new Color(0.8f, 0.8f, 0.8f);
                mMat.SetColor("_EmissionColor", mLight.color);
                break;
            case LightState.WarmWhite:
                mLight.color = new Color(1, 0.85f, 0.6f);
                mMat.SetColor("_EmissionColor", mLight.color);
                break;
            default:
                mLight.color = Color.black;
                mMat.SetColor("_EmissionColor", mLight.color);
                break;
        }
    }
}

 

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