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// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik //
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Animancer.FSM
{
/// <summary>A simple keyless Finite State Machine system.</summary>
/// <remarks>
/// This class doesn't keep track of any states other than the currently active one.
/// See <see cref="StateMachine{TKey, TState}"/> for a system that allows states to be pre-registered and accessed
/// using a separate key.
/// <para></para>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/fsm">Finite State Machines</see>
/// </remarks>
/// https://kybernetik.com.au/animancer/api/Animancer.FSM/StateMachine_1
///
[HelpURL(StateExtensions.APIDocumentationURL + nameof(StateMachine<TState>) + "_1")]
public partial class StateMachine<TState> where TState : class, IState
{
/************************************************************************************************************************/
/// <summary>The currently active state.</summary>
public TState CurrentState { get; private set; }
/************************************************************************************************************************/
/// <summary>The <see cref="StateChange{TState}.PreviousState"/>.</summary>
public TState PreviousState => StateChange<TState>.PreviousState;
/// <summary>The <see cref="StateChange{TState}.NextState"/>.</summary>
public TState NextState => StateChange<TState>.NextState;
/************************************************************************************************************************/
/// <summary>Creates a new <see cref="StateMachine{TState}"/>, leaving the <see cref="CurrentState"/> null.</summary>
public StateMachine() { }
/// <summary>Creates a new <see cref="StateMachine{TState}"/> and immediately enters the `state`.</summary>
/// <remarks>This calls <see cref="IState.OnEnterState"/> but not <see cref="IState.CanEnterState"/>.</remarks>
public StateMachine(TState state)
{
#if UNITY_ASSERTIONS
if (state == null)// AllowNullStates won't be true yet since this is the constructor.
throw new ArgumentNullException(nameof(state), NullNotAllowed);
#endif
using (new StateChange<TState>(this, null, state))
{
CurrentState = state;
state.OnEnterState();
}
}
/************************************************************************************************************************/
/// <summary>Is it currently possible to enter the specified `state`?</summary>
/// <remarks>
/// This requires <see cref="IState.CanExitState"/> on the <see cref="CurrentState"/> and
/// <see cref="IState.CanEnterState"/> on the specified `state` to both return true.
/// </remarks>
public bool CanSetState(TState state)
{
#if UNITY_ASSERTIONS
if (state == null && !AllowNullStates)
throw new ArgumentNullException(nameof(state), NullNotAllowed);
#endif
using (new StateChange<TState>(this, CurrentState, state))
{
if (CurrentState != null && !CurrentState.CanExitState)
return false;
if (state != null && !state.CanEnterState)
return false;
return true;
}
}
/// <summary>Returns the first of the `states` which can currently be entered.</summary>
/// <remarks>
/// This requires <see cref="IState.CanExitState"/> on the <see cref="CurrentState"/> and
/// <see cref="IState.CanEnterState"/> on one of the `states` to both return true.
/// <para></para>
/// States are checked in ascending order (i.e. from <c>[0]</c> to <c>[states.Count - 1]</c>).
/// </remarks>
public TState CanSetState(IList<TState> states)
{
// We call CanSetState so that it will check CanExitState for each individual pair in case it does
// something based on the next state.
var count = states.Count;
for (int i = 0; i < count; i++)
{
var state = states[i];
if (CanSetState(state))
return state;
}
return null;
}
/************************************************************************************************************************/
/// <summary>
/// Attempts to enter the specified `state` and returns true if successful.
/// <para></para>
/// This method returns true immediately if the specified `state` is already the <see cref="CurrentState"/>.
/// To allow directly re-entering the same state, use <see cref="TryResetState(TState)"/> instead.
/// </summary>
public bool TrySetState(TState state)
{
if (CurrentState == state)
{
#if UNITY_ASSERTIONS
if (state == null && !AllowNullStates)
throw new ArgumentNullException(nameof(state), NullNotAllowed);
#endif
return true;
}
return TryResetState(state);
}
/// <summary>
/// Attempts to enter any of the specified `states` and returns true if successful.
/// <para></para>
/// This method returns true and does nothing else if the <see cref="CurrentState"/> is in the list.
/// To allow directly re-entering the same state, use <see cref="TryResetState(IList{TState})"/> instead.
/// </summary>
/// <remarks>States are checked in ascending order (i.e. from <c>[0]</c> to <c>[states.Count - 1]</c>).</remarks>
public bool TrySetState(IList<TState> states)
{
var count = states.Count;
for (int i = 0; i < count; i++)
if (TrySetState(states[i]))
return true;
return false;
}
/************************************************************************************************************************/
/// <summary>
/// Attempts to enter the specified `state` and returns true if successful.
/// <para></para>
/// This method does not check if the `state` is already the <see cref="CurrentState"/>. To do so, use
/// <see cref="TrySetState(TState)"/> instead.
/// </summary>
public bool TryResetState(TState state)
{
if (!CanSetState(state))
return false;
ForceSetState(state);
return true;
}
/// <summary>
/// Attempts to enter any of the specified `states` and returns true if successful.
/// <para></para>
/// This method does not check if the `state` is already the <see cref="CurrentState"/>. To do so, use
/// <see cref="TrySetState(IList{TState})"/> instead.
/// </summary>
/// <remarks>States are checked in ascending order (i.e. from <c>[0]</c> to <c>[states.Count - 1]</c>).</remarks>
public bool TryResetState(IList<TState> states)
{
var count = states.Count;
for (int i = 0; i < count; i++)
if (TryResetState(states[i]))
return true;
return false;
}
/************************************************************************************************************************/
/// <summary>
/// Calls <see cref="IState.OnExitState"/> on the <see cref="CurrentState"/> then changes to the
/// specified `state` and calls <see cref="IState.OnEnterState"/> on it.
/// <para></para>
/// This method does not check <see cref="IState.CanExitState"/> or
/// <see cref="IState.CanEnterState"/>. To do that, you should use <see cref="TrySetState"/> instead.
/// </summary>
public void ForceSetState(TState state)
{
#if UNITY_ASSERTIONS
if (state == null)
{
if (!AllowNullStates)
throw new ArgumentNullException(nameof(state), NullNotAllowed);
}
else if (state is IOwnedState<TState> owned && owned.OwnerStateMachine != this)
{
throw new InvalidOperationException(
$"Attempted to use a state in a machine that is not its owner." +
$"\n State: {state}" +
$"\n Machine: {this}");
}
#endif
using (new StateChange<TState>(this, CurrentState, state))
{
CurrentState?.OnExitState();
CurrentState = state;
state?.OnEnterState();
}
}
/************************************************************************************************************************/
/// <summary>Returns a string describing the type of this state machine and its <see cref="CurrentState"/>.</summary>
public override string ToString() => $"{GetType().Name} -> {CurrentState}";
/************************************************************************************************************************/
#if UNITY_ASSERTIONS
/// <summary>[Assert-Only] Should the <see cref="CurrentState"/> be allowed to be set to null? Default is false.</summary>
/// <remarks>Can be set by <see cref="SetAllowNullStates"/>.</remarks>
public bool AllowNullStates { get; private set; }
/// <summary>[Assert-Only] The error given when attempting to set the <see cref="CurrentState"/> to null.</summary>
private const string NullNotAllowed =
"This " + nameof(StateMachine<TState>) + " does not allow its state to be set to null." +
" Use " + nameof(SetAllowNullStates) + " to allow it if this is intentional.";
#endif
/// <summary>[Assert-Conditional] Sets <see cref="AllowNullStates"/>.</summary>
[System.Diagnostics.Conditional("UNITY_ASSERTIONS")]
public void SetAllowNullStates(bool allow = true)
{
#if UNITY_ASSERTIONS
AllowNullStates = allow;
#endif
}
/************************************************************************************************************************/
#if UNITY_EDITOR
/// <summary>[Editor-Only] Draws an Inspector field for the <see cref="CurrentState"/>.</summary>
public virtual void OnInspectorGUI()
{
if (typeof(UnityEngine.Object).IsAssignableFrom(typeof(TState)))
{
UnityEditor.EditorGUI.BeginChangeCheck();
var state = UnityEditor.EditorGUILayout.ObjectField(
"Current State", CurrentState as UnityEngine.Object, typeof(TState), true);
if (UnityEditor.EditorGUI.EndChangeCheck())
TrySetState(state as TState);
}
}
#endif
/************************************************************************************************************************/
}
}