FSM有限状态机 ---C#、Unity

2023-04-20,,

抽象类State 每个状态类都要继承State 如 GameConnectStart GameConnectIng GameConnectERROR等状态 实现抽象类的方法 在GameStateMachine来存储每个状态 以便于寻找每个状态

    public interface State//定义状态接口
{
void Init();//初始化 int GetCurrentStateId();//返回当前状态Id void ComeEvent(State state);//进入状态 void LeaveEvent(State state);//离开状态
}

抽象类StateMachine 定义抽象接口

    public interface StateMachine<T>//定义状态机接口
{
T GetCurrentState();//返回当前状态 T GetPreviousState();//返回上个状态 void Register(T t);//注册状态 void RemoveState(T t);//移除状态 void SwitchState(T t);//切换状态 }

状态机GameStateMachine

public class GameStateMachine:StateMachine<State>//状态机
{
public State CurrentState = null; //当前状态
public State PrevisousState = null;//上一个状态 public Dictionary<int, State> StateDt;//状态存储 public GameStateMachine()
{
StateDt = new Dictionary<int ,State>();
} public State GetCurrentState()
{
return CurrentState;//返回当前状态
} public State GetPreviousState()
{
return PrevisousState;//返回上一个状态
} public void Register(State t)
{
if (StateDt.ContainsKey(t.GetCurrentStateId()))//判断注册状态是不是已经注册 注册过return
return; StateDt.Add(t.GetCurrentStateId(),t);//添加状态id和状态信息
} public void RemoveState(State t)
{
if (!StateDt.ContainsKey(t.GetCurrentStateId()))//判断注册状态是不是已经注册 没注册过return
return; StateDt.Remove(t.GetCurrentStateId());//移除状态id和状态信息
} public void SwitchState(State t)
{
if (!StateDt.ContainsKey(t.GetCurrentStateId())) //判断当前状态有没有注册
return; if (CurrentState !=null)//判断是不是第一次
{
if (CurrentState.GetCurrentStateId() == t.GetCurrentStateId())//判断要切换的状态和当前状态是不是相同状态
return; CurrentState.LeaveEvent(t);//当前状态的离开方法
PrevisousState = CurrentState;//赋值给上一个状态
}
t.Init();//执行初始化
CurrentState = t;//当前状态赋值
CurrentState.ComeEvent(t);//进入状态
} public void SwitchState(int id)
{
if (!StateDt.ContainsKey(id))//判断当前状态有没有注册
return; State t = StateDt[id];//通过Id找到这个状态 if (CurrentState != null)
{
if (CurrentState.GetCurrentStateId() == id)
return;
CurrentState.LeaveEvent(t);
PrevisousState = CurrentState;
}
t.Init();//执行初始化
CurrentState = t;
CurrentState.ComeEvent(t); } }

状态机状态GameState

    public enum GameState
{
GAME_CONNECT_STATE,//开始
GAME_CONNECT_ING,
GAME_CONNECT_ERROR,
GAME_CONNECT_END,
}

GameConnectStart状态

public class GameConnectStart : State
{
public void ComeEvent(State state)
{
Console.WriteLine("进入Start状态");
} public int GetCurrentStateId()
{
return (int)GameState.GAME_CONNECT_STATE;
} public void Init()
{
Console.WriteLine("Start状态进行初始化");
} public void LeaveEvent(State state)
{
Console.WriteLine("Start状态结束" +(GameState)state.GetCurrentStateId() + "状态进来");
}
}

GameConnectIng状态

public class GameConnectIng : State
{
public void ComeEvent(State state)
{
Console.WriteLine("进入ING状态");
} public int GetCurrentStateId()
{
return (int)GameState.GAME_CONNECT_ING;
} public void Init()
{
Console.WriteLine("ING状态进行初始化");
} public void LeaveEvent(State state)
{
Console.WriteLine("ING状态结束" + (GameState)state.GetCurrentStateId() + "状态进来");
}
}

GameConnectERROR状态

public class GameConnectERROR : State
{
public void ComeEvent(State state)
{
Console.WriteLine("进入ERROR状态 开始切换End状态");
SingletonPattern.GetInstace().SwithcStateMachine(GameState.GAME_CONNECT_END);//切换状态结束
} public int GetCurrentStateId()
{
return (int)GameState.GAME_CONNECT_ERROR;
} public void Init()
{
Console.WriteLine("ERROR状态进行初始化,抛出错误");
} public void LeaveEvent(State state)
{
Console.WriteLine("ERROR状态结束" + (GameState)state.GetCurrentStateId() + "状态进来");
}
}

GameConnectEnd状态

public class GameConnectEnd : State
{
public void ComeEvent(State state)
{
Console.WriteLine("进入END状态");
} public int GetCurrentStateId()
{
return (int)GameState.GAME_CONNECT_END;
} public void Init()
{
Console.WriteLine("END状态进行初始化");
} public void LeaveEvent(State state)
{
Console.WriteLine("END状态结束" + (GameState)state.GetCurrentStateId() + "状态进来 /n");
}
}

创建一个单利来执行这个状态机 (怎么执行都行~自己看着方便就行)

SingletonPattern(单利)

public class SingletonPattern
{
static SingletonPattern Instance; GameStateMachine gameStateMachine = new GameStateMachine();//状态机 //四种状态
GameConnectStart gameConnectStart = new GameConnectStart();
GameConnectIng gameConnectIng = new GameConnectIng();
GameConnectERROR gameConnectERROR = new GameConnectERROR();
GameConnectEnd gameConnectEnd = new GameConnectEnd(); //单利
public static SingletonPattern GetInstace()
{
if (Instance == null)
{
Instance = new SingletonPattern();
}
return Instance;
} /// <summary>
/// 状态注册
/// </summary>
public void Init()
{
gameStateMachine.Register(gameConnectStart);
gameStateMachine.Register(gameConnectIng);
gameStateMachine.Register(gameConnectERROR);
gameStateMachine.Register(gameConnectEnd);
} /// <summary>
/// 切换状态
/// </summary>
/// <param name="state"> 状态类型 </param>
public void SwithcStateMachine(GameState state)
{
gameStateMachine.SwitchState((int)state);
}
}

在 主程序中运行

	static void Main(string[] args)
{
SingletonPattern.GetInstace().Init();//注册 SingletonPattern.GetInstace().SwithcStateMachine(0);
SingletonPattern.GetInstace().SwithcStateMachine((GameState)1);
SingletonPattern.GetInstace().SwithcStateMachine((GameState)2); Console.ReadKey();
}

FSM有限状态机 ---C#、Unity的相关教程结束。

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