Files
Unity20GameJam/Assets/A2WToolBox/3rd/StateMachine/Runtime/Events/StateEvent.cs

132 lines
4.1 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.Generic;
// Warning!
// This is somewhat fragile Event pattern implementation. Recommended they aren't used outside of the state machine
//
namespace MonsterLove.StateMachine
{
public class StateEvent
{
private Func<int> getStateInt;
private Func<bool> isInvokeAllowed;
private Action[] routingTable;
public StateEvent(Func<bool> isInvokeAllowed, Func<int> stateProvider, int capacity)
{
this.isInvokeAllowed = isInvokeAllowed;
this.getStateInt = stateProvider;
routingTable = new Action[capacity];
}
internal void AddListener(int stateInt, Action listener)
{
routingTable[stateInt] = listener;
}
public void Invoke()
{
if (isInvokeAllowed != null && !isInvokeAllowed())
{
return;
}
Action call = routingTable[getStateInt()];
if (call != null)
{
call();
return;
}
}
}
public class StateEvent<T>
{
private Func<int> getStateInt;
private Func<bool> isInvokeAllowed;
private Action<T>[] routingTable;
public StateEvent(Func<bool> isInvokeAllowed, Func<int> stateProvider, int capacity)
{
this.isInvokeAllowed = isInvokeAllowed;
this.getStateInt = stateProvider;
routingTable = new Action<T>[capacity];
}
internal void AddListener(int stateInt, Action<T> listener)
{
routingTable[stateInt] = listener;
}
public void Invoke(T param)
{
if (isInvokeAllowed != null && !isInvokeAllowed())
{
return;
}
Action<T> call = routingTable[getStateInt()];
if (call != null)
{
call(param);
return;
}
}
}
public class StateEvent<T1, T2>
{
private Func<int> getStateInt;
private Func<bool> isInvokeAllowed;
private Action<T1,T2>[] routingTable;
public StateEvent(Func<bool> isInvokeAllowed, Func<int> stateProvider, int capacity)
{
this.isInvokeAllowed = isInvokeAllowed;
this.getStateInt = stateProvider;
routingTable = new Action<T1, T2>[capacity];
}
internal void AddListener(int stateInt, Action<T1, T2> listener)
{
routingTable[stateInt] = listener;
}
public void Invoke(T1 param1, T2 param2)
{
if (isInvokeAllowed != null && !isInvokeAllowed())
{
return;
}
Action<T1, T2> call = routingTable[getStateInt()];
if (call != null)
{
call(param1, param2);
return;
}
}
}
}