cirnogodot/Scripts/Components/FSM/IsoStateMachineBase.cs

78 lines
No EOL
2.1 KiB
C#

#nullable enable
using System.Collections.Generic;
using Godot;
namespace Cirno.Scripts.Components.FSM;
public abstract partial class IsoStateMachineBase<TKey, TType> : Node, IStateMachine<TKey, TType>
where TKey : notnull
where TType : Node
{
public Dictionary<TKey, IState<TKey, TType>> States { get; set; } = new();
public TKey CurrentStateIndex { get; set; } = default!;
public IState<TKey, TType> CurrentState => States[CurrentStateIndex];
public abstract TKey InitialState { get; protected set; }
private TType _mainObject = default!;
public TType MainObject => _mainObject;
private bool _hasState;
public override void _Ready()
{
_mainObject = this.GetParent<TType>();
var children = GetChildren();
foreach (var child in children)
{
if (child is IState<TKey, TType> state)
{
States.Add(state.StateId, state);
state.Init(this);
}
}
SetState(InitialState);
}
public TKey GetState()
{
return CurrentState.StateId;
}
public void SetState(TKey stateId)
{
if (_hasState)
{
// Keep track of previous state and exit it
// PreviousStateIndex is not part of this base; derived classes may add it if needed
CurrentState.ExitState();
}
CurrentStateIndex = stateId;
CurrentState.EnterState();
_hasState = true;
}
// Implement the GetModule<T>() helper so this base class satisfies the IStateMachine interface
public T? GetModule<T>() where T : Node
{
if (MainObject is null) return default;
foreach (var child in MainObject.GetChildren())
{
if (child is T t) return t;
}
return default;
}
public override void _Process(double delta)
{
if (!_hasState) return;
CurrentState.ProcessState(delta);
}
public override void _PhysicsProcess(double delta)
{
if (!_hasState) return;
CurrentState.PhysicsProcessState(delta);
}
}