GFramework/GFramework.Game/state/GameStateMachineSystem.cs
GeWuYou b49079de3e style(coding-style): 统一代码风格并优化文档格式
- 移除多余using语句和空行,统一代码缩进格式
- 优化注释文档中的缩进和对齐格式
- 简化条件语句和方法实现,提升代码可读性
- 重构协程系统相关类的字段和方法定义格式
- 更新架构服务中容器访问方式的实现
- 调整异步操作类的属性和方法组织结构
- [skip ci]
2026-01-27 20:30:04 +08:00

30 lines
1.1 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

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 GameStateMachineSystem : StateMachineSystem
{
/// <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
{
return 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
{
return Current as T;
}
}