Wizard_Of_Wak/Assets/1_Script/Common/AsyncStateMachineContext.cs

104 lines
3.0 KiB
C#

using Cysharp.Threading.Tasks;
using System;
using System.Collections.Generic;
using UnityEngine;
public interface IAsyncState<T>
{
UniTask Enter(T context);
UniTask Execute(T context);
UniTask Exit(T context);
}
public class AsyncStateMachine<T>
{
private IAsyncState<T> currentState;
private Dictionary<IAsyncState<T>, List<Transition>> transitions = new Dictionary<IAsyncState<T>, List<Transition>>();
private List<Transition> globalTransitions = new List<Transition>();
public async UniTask ChangeState(IAsyncState<T> newState, T context)
{
if (newState == currentState)
{
return;
}
if (currentState != null)
{
await currentState.Exit(context);
}
//Debug.Log($"{context} -> {currentState} -> {newState}");
currentState = newState;
if (currentState != null)
{
await currentState.Enter(context);
}
}
public async UniTask Update(T context)
{
foreach (var transition in globalTransitions)
{
if (transition.Condition())
{
await ChangeState(transition.TargetState, context);
return;
}
}
if (currentState != null && transitions.ContainsKey(currentState))
{
foreach (var transition in transitions[currentState])
{
if (transition.Condition())
{
await ChangeState(transition.TargetState, context);
return;
}
}
}
if (currentState != null)
{
await currentState.Execute(context);
}
}
public void AddTransition(IAsyncState<T> fromState, IAsyncState<T> toState, Func<bool> condition)
{
if (!transitions.ContainsKey(fromState))
{
transitions[fromState] = new List<Transition>();
}
transitions[fromState].Add(new Transition(toState, condition));
}
public void AddGlobalTransition(IAsyncState<T> toState, Func<bool> condition)
{
globalTransitions.Add(new Transition(toState, condition));
}
/// <summary>
/// 상태머신 내부 데이터를 초기화합니다.
/// </summary>
public void Clear()
{
currentState = null;
transitions.Clear();
globalTransitions.Clear();
}
private class Transition
{
public IAsyncState<T> TargetState { get; }
public Func<bool> Condition { get; }
public Transition(IAsyncState<T> targetState, Func<bool> condition)
{
TargetState = targetState;
Condition = condition;
}
}
}