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122 lines
5.6 KiB
122 lines
5.6 KiB
// Animancer // https://kybernetik.com.au/animancer // Copyright 2021 Kybernetik // |
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using System; |
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namespace Animancer.FSM |
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{ |
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/// <summary>A static access point for the details of a state change in a <see cref="StateMachine{TState}"/>.</summary> |
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/// <remarks> |
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/// This system is thread-safe. |
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/// <para></para> |
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/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/fsm/changing-states">Changing States</see> |
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/// </remarks> |
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/// https://kybernetik.com.au/animancer/api/Animancer.FSM/StateChange_1 |
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/// |
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public struct StateChange<TState> : IDisposable where TState : class, IState |
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{ |
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/************************************************************************************************************************/ |
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[ThreadStatic] |
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private static StateChange<TState> _Current; |
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private StateMachine<TState> _StateMachine; |
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private TState _PreviousState; |
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private TState _NextState; |
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/************************************************************************************************************************/ |
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/// <summary>Is a <see cref="StateChange{TState}"/> of this type currently occurring?</summary> |
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public static bool IsActive => _Current._StateMachine != null; |
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/// <summary>The <see cref="StateMachine{TState}"/> in which the current change is occurring.</summary> |
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/// <remarks>This will be null if no change is currently occurring.</remarks> |
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public static StateMachine<TState> StateMachine => _Current._StateMachine; |
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/************************************************************************************************************************/ |
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/// <summary>The state currently being changed from.</summary> |
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/// <exception cref="InvalidOperationException">[Assert-Only] |
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/// <see cref="IsActive"/> is false so this property is likely being accessed on the wrong generic type. |
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/// </exception> |
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public static TState PreviousState |
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{ |
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get |
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{ |
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#if UNITY_ASSERTIONS |
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if (!IsActive) |
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throw new InvalidOperationException(StateExtensions.GetChangeError(typeof(TState), typeof(StateMachine<>))); |
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#endif |
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return _Current._PreviousState; |
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} |
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} |
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/************************************************************************************************************************/ |
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/// <summary>The state being changed into.</summary> |
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/// <exception cref="InvalidOperationException">[Assert-Only] |
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/// <see cref="IsActive"/> is false so this property is likely being accessed on the wrong generic type. |
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/// </exception> |
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public static TState NextState |
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{ |
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get |
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{ |
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#if UNITY_ASSERTIONS |
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if (!IsActive) |
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throw new InvalidOperationException(StateExtensions.GetChangeError(typeof(TState), typeof(StateMachine<>))); |
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#endif |
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return _Current._NextState; |
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} |
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} |
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/************************************************************************************************************************/ |
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/// <summary>[Internal] |
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/// Assigns the parameters as the details of the currently active change and creates a new |
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/// <see cref="StateChange{TState}"/> containing the details of the previously active change so that disposing |
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/// it will re-assign those previous details to be current again in case of recursive state changes. |
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/// </summary> |
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/// <example><code> |
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/// using (new StateChange<TState>(stateMachine, previousState, nextState)) |
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/// { |
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/// // Do the actual state change. |
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/// } |
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/// </code></example> |
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internal StateChange(StateMachine<TState> stateMachine, TState previousState, TState nextState) |
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{ |
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this = _Current; |
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_Current._StateMachine = stateMachine; |
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_Current._PreviousState = previousState; |
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_Current._NextState = nextState; |
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} |
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/************************************************************************************************************************/ |
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/// <summary>[<see cref="IDisposable"/>] |
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/// Re-assigns the values of this change (which were the previous values from when it was created) to be the |
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/// currently active change. See the constructor for recommended usage. |
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/// </summary> |
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/// <remarks> |
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/// Usually this will be returning to default values (nulls), but if one state change causes another then the |
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/// second one ending will return to the first which will then return to the defaults. |
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/// </remarks> |
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public void Dispose() |
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{ |
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_Current = this; |
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} |
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/************************************************************************************************************************/ |
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/// <summary>Returns a string describing the contents of this <see cref="StateChange{TState}"/>.</summary> |
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public override string ToString() => IsActive ? |
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$"{nameof(StateChange<TState>)}<{typeof(TState).FullName}" + |
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$">({nameof(PreviousState)}='{_PreviousState}'" + |
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$", {nameof(NextState)}='{_NextState}')" : |
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$"{nameof(StateChange<TState>)}<{typeof(TState).FullName}(Not Currently Active)"; |
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/// <summary>Returns a string describing the contents of the current <see cref="StateChange{TState}"/>.</summary> |
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public static string CurrentToString() => _Current.ToString(); |
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/************************************************************************************************************************/ |
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} |
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}
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