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

56 lines
2.1 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;
using System.Collections.Generic;
using UnityEngine;
namespace MonsterLove.StateMachine
{
internal class StateMapping<TState, TDriver> where TState : struct, IConvertible, IComparable
where TDriver : class, new()
{
public TState state;
public bool hasEnterRoutine;
public Action EnterCall = StateMachineRunner.DoNothing;
public Func<IEnumerator> EnterRoutine = StateMachineRunner.DoNothingCoroutine;
public bool hasExitRoutine;
public Action ExitCall = StateMachineRunner.DoNothing;
public Func<IEnumerator> ExitRoutine = StateMachineRunner.DoNothingCoroutine;
public Action Finally = StateMachineRunner.DoNothing;
private Func<TState> stateProviderCallback;
private StateMachine<TState, TDriver> fsm;
public StateMapping(StateMachine<TState, TDriver> fsm, TState state, Func<TState> stateProvider)
{
this.fsm = fsm;
this.state = state;
stateProviderCallback = stateProvider;
}
}
}