增加A2WToolBox工具集,增加Launch场景核LaunchPanel
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110
Assets/A2WToolBox/3rd/StateMachine/Runtime/StateMachineRunner.cs
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110
Assets/A2WToolBox/3rd/StateMachine/Runtime/StateMachineRunner.cs
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/*
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* Copyright (c) 2019 Made With Monster Love (Pty) Ltd
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to
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* deal in the Software without restriction, including without limitation the
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* rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace MonsterLove.StateMachine
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{
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public class StateMachineRunner : MonoBehaviour
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{
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private List<IStateMachine<StateDriverRunner>> stateMachineList = new List<IStateMachine<StateDriverRunner>>();
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/// <summary>
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/// Creates a stateMachine token object which is used to managed to the state of a monobehaviour.
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/// </summary>
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/// <typeparam name="TState">An Enum listing different state transitions</typeparam>
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/// <param name="component">The component whose state will be managed</param>
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/// <returns></returns>
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public StateMachine<TState> Initialize<TState>(MonoBehaviour component) where TState : struct, IConvertible, IComparable
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{
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var fsm = new StateMachine<TState>(component);
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stateMachineList.Add(fsm);
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return fsm;
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}
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/// <summary>
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/// Creates a stateMachine token object which is used to managed to the state of a monobehaviour. Will automatically transition the startState
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/// </summary>
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/// <typeparam name="TState">An Enum listing different state transitions</typeparam>
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/// <param name="component">The component whose state will be managed</param>
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/// <param name="startState">The default start state</param>
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/// <returns></returns>
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public StateMachine<TState> Initialize<TState>(MonoBehaviour component, TState startState) where TState : struct, IConvertible, IComparable
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{
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var fsm = Initialize<TState>(component);
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fsm.ChangeState(startState);
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return fsm;
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}
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void FixedUpdate()
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{
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for (int i = 0; i < stateMachineList.Count; i++)
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{
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var fsm = stateMachineList[i];
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if (!fsm.IsInTransition && fsm.Component.enabled)
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{
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fsm.Driver.FixedUpdate.Invoke();
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}
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}
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}
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void Update()
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{
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for (int i = 0; i < stateMachineList.Count; i++)
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{
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var fsm = stateMachineList[i];
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if (!fsm.IsInTransition && fsm.Component.enabled)
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{
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fsm.Driver.Update.Invoke();
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}
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}
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}
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void LateUpdate()
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{
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for (int i = 0; i < stateMachineList.Count; i++)
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{
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var fsm = stateMachineList[i];
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if (!fsm.IsInTransition && fsm.Component.enabled)
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{
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fsm.Driver.LateUpdate.Invoke();
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}
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}
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}
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public static void DoNothing()
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{
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}
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public static IEnumerator DoNothingCoroutine()
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{
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yield break;
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}
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}
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}
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