cirnogodot/Scripts/Components/FSM/BaseState.cs
2025-03-14 15:13:00 +01:00

74 lines
No EOL
1.8 KiB
C#

using System.Collections.Generic;
using System.Reflection;
using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Components.FSM;
public abstract partial class BaseState<TKey, TType> : Node2D, IState<TKey, TType>
where TKey : notnull
where TType : Node
{
public virtual TKey StateId { get; }
public IStateMachine<TKey, TType> StateMachine => _stateMachine;
private IStateMachine<TKey, TType> _stateMachine;
public TType MainObject => _stateMachine.MainObject;
[Export]
private Array<Node> _moduleNodes = [];
private readonly List<IModule<TKey, TType>> _modules = [];
public virtual void Init(IStateMachine<TKey, TType> machine)
{
_stateMachine = machine;
foreach (var node in _moduleNodes)
{
if (node is not IModule<TKey, TType> module) continue;
_modules.Add(module);
module.Init(_stateMachine);
}
}
protected void ChangeState(TKey newState)
{
_stateMachine.SetState(newState);
}
public virtual void EnterState()
{
foreach (var module in _modules)
{
module.EnterState(StateId);
}
}
public virtual void ExitState()
{
foreach (var module in _modules)
{
module.ExitState(StateId);
}
}
public virtual void ProcessState(double delta)
{
foreach (var module in _modules)
{
module.Process(delta);
}
//_modules.ForEach(module => module.Process(delta));
}
public virtual void PhysicsProcessState(double delta)
{
foreach (var module in _modules)
{
module.PhysicsProcess(delta);
}
//_modules.ForEach(module => module.PhysicsProcess(delta));
}
}