feat(state): 添加状态机系统核心功能实现

- 实现了基础状态机StateMachine类,支持状态注册、切换和生命周期管理
- 创建了上下文感知状态机ContextAwareStateMachine,能够感知架构上下文并发送状态变更事件
- 定义了IState和IStateMachine抽象接口,规范状态和状态机的行为契约
- 添加了StateChangedEvent事件类,用于通知状态变更
- 实现了游戏专用状态机GameStateMachine,提供类型安全的状态检查和获取功能
This commit is contained in:
GeWuYou 2026-01-15 23:04:41 +08:00
parent 863e0a523a
commit c0274074b3
6 changed files with 277 additions and 0 deletions

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namespace GFramework.Core.Abstractions.state;
/// <summary>
/// 状态机状态接口,定义了状态的基本行为和转换规则
/// </summary>
public interface IState
{
/// <summary>
/// 当状态被激活进入时调用
/// </summary>
/// <param name="from">从哪个状态转换而来可能为null表示初始状态</param>
void OnEnter(IState? from);
/// <summary>
/// 当状态退出时调用
/// </summary>
/// <param name="to">将要转换到的目标状态可能为null表示结束状态</param>
void OnExit(IState? to);
/// <summary>
/// 判断当前状态是否可以转换到目标状态
/// </summary>
/// <param name="target">目标状态</param>
/// <returns>如果可以转换则返回true否则返回false</returns>
bool CanTransitionTo(IState target);
}

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namespace GFramework.Core.Abstractions.state;
/// <summary>
/// 状态机接口,用于管理状态的注册、切换和验证
/// </summary>
public interface IStateMachine
{
/// <summary>
/// 获取当前激活的状态
/// </summary>
IState? Current { get; }
/// <summary>
/// 注册一个状态到状态机中
/// </summary>
/// <param name="state">要注册的状态实例</param>
void Register(IState state);
/// <summary>
/// 从状态机中注销指定类型的状态
/// </summary>
/// <typeparam name="T">要注销的状态类型必须实现IState接口</typeparam>
void Unregister<T>() where T : IState;
/// <summary>
/// 检查是否可以切换到指定类型的状态
/// </summary>
/// <typeparam name="T">目标状态类型必须实现IState接口</typeparam>
/// <returns>如果可以切换则返回true否则返回false</returns>
bool CanChangeTo<T>() where T : IState;
/// <summary>
/// 切换到指定类型的状态
/// </summary>
/// <typeparam name="T">要切换到的状态类型必须实现IState接口</typeparam>
void ChangeTo<T>() where T : IState;
}

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using GFramework.Core.Abstractions.architecture;
using GFramework.Core.Abstractions.enums;
using GFramework.Core.Abstractions.rule;
using GFramework.Core.Abstractions.state;
using GFramework.Core.Abstractions.system;
using GFramework.Core.extensions;
namespace GFramework.Core.state;
/// <summary>
/// 上下文感知状态机继承自StateMachine并实现ISystem接口
/// 该状态机能够感知架构上下文,并在状态切换时发送状态变更事件
/// </summary>
public class ContextAwareStateMachine : StateMachine, ISystem
{
/// <summary>
/// 架构上下文对象,用于提供系统运行所需的上下文信息
/// </summary>
protected IArchitectureContext Context = null!;
/// <summary>
/// 设置架构上下文的方法
/// </summary>
/// <param name="context">要设置的架构上下文对象</param>
public void SetContext(IArchitectureContext context)
{
Context = context;
}
/// <summary>
/// 获取当前架构上下文的方法
/// </summary>
/// <returns>当前的架构上下文对象</returns>
public IArchitectureContext GetContext()
{
return Context;
}
/// <summary>
/// 处理架构生命周期阶段的方法
/// </summary>
/// <param name="phase">当前所处的架构生命周期阶段</param>
public virtual void OnArchitecturePhase(ArchitecturePhase phase)
{
}
/// <summary>
/// 初始化方法,在系统启动时调用
/// 遍历所有状态实例为实现了IContextAware接口的状态设置上下文
/// </summary>
public virtual void Init()
{
foreach (var state in States.Values.OfType<IContextAware>())
{
state.SetContext(Context);
}
}
/// <summary>
/// 销毁方法,在系统关闭时调用
/// </summary>
public virtual void Destroy()
{
}
/// <summary>
/// 内部状态切换方法,重写基类方法以添加状态变更事件通知功能
/// </summary>
/// <param name="next">要切换到的下一个状态</param>
protected override void ChangeInternal(IState next)
{
var old = Current;
base.ChangeInternal(next);
// 发送状态变更事件,通知监听者状态已发生改变
this.SendEvent(new StateChangedEvent
{
OldState = old,
NewState = Current
});
}
}

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using GFramework.Core.Abstractions.state;
namespace GFramework.Core.state;
/// <summary>
/// 表示状态变更事件的数据类
/// </summary>
public sealed class StateChangedEvent
{
/// <summary>
/// 获取变更前的旧状态
/// </summary>
public IState? OldState { get; init; }
/// <summary>
/// 获取变更后的新状态
/// </summary>
public IState? NewState { get; init; }
}

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using GFramework.Core.Abstractions.state;
namespace GFramework.Core.state;
/// <summary>
/// 状态机实现类,用于管理状态的注册、切换和生命周期
/// </summary>
public class StateMachine : IStateMachine
{
/// <summary>
/// 存储所有已注册状态的字典,键为状态类型,值为状态实例
/// </summary>
protected readonly Dictionary<Type, IState> States = new();
/// <summary>
/// 获取当前激活的状态
/// </summary>
public IState? Current { get; private set; }
/// <summary>
/// 注册一个状态到状态机中
/// </summary>
/// <param name="state">要注册的状态实例</param>
public void Register(IState state)
=> States[state.GetType()] = state;
/// <summary>
/// 从状态机中注销指定类型的状态
/// </summary>
/// <typeparam name="T">要注销的状态类型</typeparam>
public void Unregister<T>() where T : IState
{
var type = typeof(T);
if (!States.TryGetValue(type, out var state)) return;
// 如果当前状态是要注销的状态,则先执行退出逻辑
if (Current == state)
{
Current.OnExit(null);
Current = null;
}
States.Remove(type);
}
/// <summary>
/// 检查是否可以切换到指定类型的状态
/// </summary>
/// <typeparam name="T">目标状态类型</typeparam>
/// <returns>如果可以切换则返回true否则返回false</returns>
public bool CanChangeTo<T>() where T : IState
{
if (!States.TryGetValue(typeof(T), out var target))
return false;
return Current?.CanTransitionTo(target) ?? true;
}
/// <summary>
/// 切换到指定类型的状态
/// </summary>
/// <typeparam name="T">目标状态类型</typeparam>
/// <exception cref="InvalidOperationException">当目标状态未注册时抛出</exception>
public void ChangeTo<T>() where T : IState
{
if (!States.TryGetValue(typeof(T), out var target))
throw new InvalidOperationException("State not registered.");
ChangeInternal(target);
}
/// <summary>
/// 内部状态切换方法,处理状态切换的核心逻辑
/// </summary>
/// <param name="next">下一个状态实例</param>
protected virtual void ChangeInternal(IState next)
{
if (Current == next) return;
if (Current != null && !Current.CanTransitionTo(next)) return;
var old = Current;
old?.OnExit(next);
Current = next;
Current.OnEnter(old);
}
}

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using GFramework.Core.Abstractions.state;
using GFramework.Core.state;
namespace GFramework.Game.state;
/// <summary>
/// 游戏状态机类继承自ContextAwareStateMachine用于管理游戏中的各种状态
/// </summary>
public sealed class GameStateMachine : ContextAwareStateMachine
{
/// <summary>
/// 检查当前状态是否为指定类型的状态
/// </summary>
/// <typeparam name="T">要检查的状态类型必须实现IState接口</typeparam>
/// <returns>如果当前状态是指定类型则返回true否则返回false</returns>
public bool IsIn<T>() where T : IState
=> Current is T;
/// <summary>
/// 获取当前状态的实例,如果当前状态是指定类型则进行类型转换
/// </summary>
/// <typeparam name="T">要获取的状态类型必须是引用类型并实现IState接口</typeparam>
/// <returns>如果当前状态是指定类型则返回转换后的实例否则返回null</returns>
public T? Get<T>() where T : class, IState
=> Current as T;
}