AkiraPixelWind/Assets/Axibug/Script/Runtime/Fsm/FsmComponent.cs
2022-12-29 18:20:40 +08:00

262 lines
9.0 KiB
C#

using Axibug.Fsm;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Axibug.Runtime
{
/// <summary>
/// 有限状态机组件。
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("Axibug/FSM")]
public sealed class FsmComponent : GameComponent
{
private IFsmManager m_FsmManager = null;
/// <summary>
/// 获取有限状态机数量。
/// </summary>
public int Count
{
get
{
return m_FsmManager.Count;
}
}
/// <summary>
/// 游戏框架组件初始化。
/// </summary>
protected override void Awake()
{
base.Awake();
m_FsmManager = FrameworkEntry.GetModule<IFsmManager>();
if (m_FsmManager == null)
{
Log.Fatal("FSM manager is invalid.");
return;
}
}
private void Start()
{
}
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <returns>是否存在有限状态机。</returns>
public bool HasFsm<T>() where T : class
{
return m_FsmManager.HasFsm<T>();
}
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <returns>是否存在有限状态机。</returns>
public bool HasFsm(Type ownerType)
{
return m_FsmManager.HasFsm(ownerType);
}
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <returns>是否存在有限状态机。</returns>
public bool HasFsm<T>(string name) where T : class
{
return m_FsmManager.HasFsm<T>(name);
}
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <param name="name">有限状态机名称。</param>
/// <returns>是否存在有限状态机。</returns>
public bool HasFsm(Type ownerType, string name)
{
return m_FsmManager.HasFsm(ownerType, name);
}
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <returns>要获取的有限状态机。</returns>
public IFsm<T> GetFsm<T>() where T : class
{
return m_FsmManager.GetFsm<T>();
}
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <returns>要获取的有限状态机。</returns>
public FsmBase GetFsm(Type ownerType)
{
return m_FsmManager.GetFsm(ownerType);
}
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <returns>要获取的有限状态机。</returns>
public IFsm<T> GetFsm<T>(string name) where T : class
{
return m_FsmManager.GetFsm<T>(name);
}
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <param name="name">有限状态机名称。</param>
/// <returns>要获取的有限状态机。</returns>
public FsmBase GetFsm(Type ownerType, string name)
{
return m_FsmManager.GetFsm(ownerType, name);
}
/// <summary>
/// 获取所有有限状态机。
/// </summary>
public FsmBase[] GetAllFsms()
{
return m_FsmManager.GetAllFsms();
}
/// <summary>
/// 获取所有有限状态机。
/// </summary>
/// <param name="results">所有有限状态机。</param>
public void GetAllFsms(List<FsmBase> results)
{
m_FsmManager.GetAllFsms(results);
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
public IFsm<T> CreateFsm<T>(T owner, params FsmState<T>[] states) where T : class
{
return m_FsmManager.CreateFsm(owner, states);
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
public IFsm<T> CreateFsm<T>(string name, T owner, params FsmState<T>[] states) where T : class
{
return m_FsmManager.CreateFsm(name, owner, states);
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
public IFsm<T> CreateFsm<T>(T owner, List<FsmState<T>> states) where T : class
{
return m_FsmManager.CreateFsm(owner, states);
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
public IFsm<T> CreateFsm<T>(string name, T owner, List<FsmState<T>> states) where T : class
{
return m_FsmManager.CreateFsm(name, owner, states);
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm<T>() where T : class
{
return m_FsmManager.DestroyFsm<T>();
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm(Type ownerType)
{
return m_FsmManager.DestroyFsm(ownerType);
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">要销毁的有限状态机名称。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm<T>(string name) where T : class
{
return m_FsmManager.DestroyFsm<T>(name);
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <param name="name">要销毁的有限状态机名称。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm(Type ownerType, string name)
{
return m_FsmManager.DestroyFsm(ownerType, name);
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="fsm">要销毁的有限状态机。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm<T>(IFsm<T> fsm) where T : class
{
return m_FsmManager.DestroyFsm(fsm);
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <param name="fsm">要销毁的有限状态机。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm(FsmBase fsm)
{
return m_FsmManager.DestroyFsm(fsm);
}
}
}