状态抽象:
1.进入状态
2.退出状态
3.在状态中(Update)
C层抽象:
1.管理子状态
2.负责状态间的交换
3.一个状态一个类
4.状态只能通过C层跳转
5.使用枚举代替数值,最后设置一个maxvalue
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
/// <summary>
/// 状态脚本,一个状态一个类
/// </summary>
public class OrcIdle : FSMBase
{
Animator animator;
public OrcIdle() { }
public OrcIdle(Animator ani)
{
animator = ani;
}
public override void OnEnter()
{
animator.SetInteger("StateIndex", 1);
Debug.Log("进入Idle");
}
public override void OnLeave()
{
Debug.Log("退出Idle");
}
public override void Update()
{
Debug.Log("在Idle中");
}
}
public class OrcJump : FSMBase
{
Animator animator;
//Func的泛型是返回值类型,UnityAction的泛型是参数类型
UnityAction<sbyte> callBack;
public OrcJump() { }
public OrcJump(Animator ani,UnityAction<sbyte> tmpBack)
{
animator = ani;
callBack = tmpBack;
}
public float timeCount;
public override void OnEnter()
{
animator.SetInteger("StateIndex", 2);
Debug.Log("进入Jump");
}
public override void OnLeave()
{
Debug.Log("退出Jump");
}
public override void Update()
{
timeCount += Time.deltaTime;
if (timeCount > 1)
{
timeCount = 0;
callBack((sbyte)OrcCtrl.AnimalState.Idle);
}
Debug.Log("在Jump中");
}
}
public class OrcRun : FSMBase
{
Animator animator;
public OrcRun() { }
public OrcRun(Animator ani)
{
animator = ani;
}
public override void OnEnter()
{
animator.SetInteger("StateIndex", 3);
Debug.Log("进入run");
}
public override void OnLeave()
{
Debug.Log("退出run");
}
public override void Update()
{
Debug.Log("在run中");
}
}
/// <summary>
/// 状态类的父类,抽象出3个函数
/// </summary>
public abstract class FSMBase {
public abstract void OnEnter();
public abstract void OnLeave();
public abstract void Update();
}
/// <summary>
/// 状态管理类
/// </summary>
public class FsmManager
{
//数组比list快
FSMBase[] allState;
public FsmManager(){}
/// <summary>
/// 状态总数
/// </summary>
sbyte stateIndex;
/// <summary>
/// 当前状态索引
/// </summary>
sbyte currentIndex;
public FsmManager(byte stateCount)
{
allState = new FSMBase[stateCount];
stateIndex = -1;
currentIndex = -1;
}
/// <summary>
/// 添加
/// </summary>
/// <param name="state"></param>
public void AddState(FSMBase state)
{
if (stateIndex < allState.Length)
{
stateIndex++;
allState[stateIndex] = state;
}
}
/// <summary>
/// 交换
/// </summary>
/// <param name="stateNuber"></param>
public void ChangeState(sbyte stateNuber)
{
stateNuber =(sbyte)( stateNuber % allState.Length);
if (currentIndex != -1)
{
allState[currentIndex].OnLeave();
currentIndex = stateNuber;
allState[currentIndex].OnEnter();
}
else
{
currentIndex = stateNuber;
allState[currentIndex].OnEnter();
}
}
/// <summary>
/// 在状态中
/// </summary>
public void Update()
{
if (currentIndex != -1)
{
allState[currentIndex].Update();
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// C层
/// </summary>
public class OrcCtrl : MonoBehaviour {
FsmManager fsmManager;
/// <summary>
/// 所有状态, MaxValue为状态总数
/// </summary>
public enum AnimalState
{
Idle,
Jump,
Run,
MaxValue
}
// Use this for initialization
void Start () {
fsmManager = new FsmManager((byte)AnimalState.MaxValue);
Animator tmpAni = transform.GetComponent<Animator>();
OrcIdle tmpIdle = new OrcIdle(tmpAni);
fsmManager.AddState(tmpIdle);
OrcJump tmpJump = new OrcJump(tmpAni, ChangeState);
fsmManager.AddState(tmpJump);
OrcRun tmpRun = new OrcRun(tmpAni);
fsmManager.AddState(tmpRun);
}
// Update is called once per frame
void Update () {
if (Input.GetKey(KeyCode.A))
{
fsmManager.ChangeState((sbyte)AnimalState.Jump);
}
fsmManager.Update();
}
public void ChangeState(sbyte stateIndex)
{
fsmManager.ChangeState(stateIndex);
}
}