Files
Unity20GameJam/Assets/A2WToolBox/3rd/StateMachine/Runtime/StateMachineRunner.cs

110 lines
3.4 KiB
C#

/*
* 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<IStateMachine<StateDriverRunner>> stateMachineList = new List<IStateMachine<StateDriverRunner>>();
/// <summary>
/// Creates a stateMachine token object which is used to managed to the state of a monobehaviour.
/// </summary>
/// <typeparam name="TState">An Enum listing different state transitions</typeparam>
/// <param name="component">The component whose state will be managed</param>
/// <returns></returns>
public StateMachine<TState> Initialize<TState>(MonoBehaviour component) where TState : struct, IConvertible, IComparable
{
var fsm = new StateMachine<TState>(component);
stateMachineList.Add(fsm);
return fsm;
}
/// <summary>
/// Creates a stateMachine token object which is used to managed to the state of a monobehaviour. Will automatically transition the startState
/// </summary>
/// <typeparam name="TState">An Enum listing different state transitions</typeparam>
/// <param name="component">The component whose state will be managed</param>
/// <param name="startState">The default start state</param>
/// <returns></returns>
public StateMachine<TState> Initialize<TState>(MonoBehaviour component, TState startState) where TState : struct, IConvertible, IComparable
{
var fsm = Initialize<TState>(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;
}
}
}