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