U3D架构系列之- FSM有限状态机设计二

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 mStates;

protected Stack 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:

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);
}
最后把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 mStates;
protected string mEntryPoint;
protected Stack mStateStack;
public FiniteStateMachine() {
mStates = new Dictionary();
mStateStack = new Stack();
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,要知后事如何?且看系列三的讲解。

本文出自 “海游移动” 博客,出处 http://jxwgame.blog.51cto.com/943299/1609539

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