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- 将Register方法返回类型从void改为IStateMachine - 将Unregister方法返回类型从void改为IStateMachine - 在实现类中添加return this语句 - 更新接口定义以匹配新的返回类型 - 实现链式调用功能提升API易用性
276 lines
8.1 KiB
C#
276 lines
8.1 KiB
C#
using GFramework.Core.Abstractions.state;
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namespace GFramework.Core.state;
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/// <summary>
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/// 状态机实现类,用于管理状态的注册、切换和生命周期
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/// </summary>
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public class StateMachine(int maxHistorySize = 10) : IStateMachine
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{
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private readonly object _lock = new();
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private readonly Stack<IState> _stateHistory = new();
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/// <summary>
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/// 存储所有已注册状态的字典,键为状态类型,值为状态实例
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/// </summary>
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protected readonly Dictionary<Type, IState> States = new();
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/// <summary>
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/// 获取当前激活的状态
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/// </summary>
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public IState? Current { get; protected set; }
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/// <summary>
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/// 注册一个状态到状态机中
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/// </summary>
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/// <param name="state">要注册的状态实例</param>
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public IStateMachine Register(IState state)
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{
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lock (_lock)
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{
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States[state.GetType()] = state;
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}
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return this;
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}
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/// <summary>
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/// 从状态机中注销指定类型的状态
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/// </summary>
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/// <typeparam name="T">要注销的状态类型</typeparam>
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public IStateMachine Unregister<T>() where T : IState
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{
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lock (_lock)
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{
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var type = typeof(T);
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if (!States.TryGetValue(type, out var state)) return this;
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// 如果当前状态是要注销的状态,则先执行退出逻辑
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if (Current == state)
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{
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Current.OnExit(null);
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Current = null;
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}
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// 从历史记录中移除该状态的所有引用
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var tempStack = new Stack<IState>(_stateHistory.Reverse());
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_stateHistory.Clear();
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foreach (var historyState in tempStack.Where(s => s != state))
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{
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_stateHistory.Push(historyState);
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}
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States.Remove(type);
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}
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return this;
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}
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/// <summary>
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/// 检查是否可以切换到指定类型的状态
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/// </summary>
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/// <typeparam name="T">目标状态类型</typeparam>
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/// <returns>如果可以切换则返回true,否则返回false</returns>
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public bool CanChangeTo<T>() where T : IState
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{
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if (!States.TryGetValue(typeof(T), out var target))
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return false;
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return Current?.CanTransitionTo(target) ?? true;
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}
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/// <summary>
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/// 切换到指定类型的状态
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/// </summary>
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/// <typeparam name="T">目标状态类型</typeparam>
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/// <returns>如果成功切换则返回true,否则返回false</returns>
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/// <exception cref="InvalidOperationException">当目标状态未注册时抛出</exception>
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public bool ChangeTo<T>() where T : IState
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{
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lock (_lock)
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{
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// 检查目标状态是否已注册
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if (!States.TryGetValue(typeof(T), out var target))
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throw new InvalidOperationException("State not registered.");
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// 验证当前状态是否可以转换到目标状态
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if (Current != null && !Current.CanTransitionTo(target))
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{
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OnTransitionRejected(Current, target);
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return false;
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}
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ChangeInternal(target);
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return true;
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}
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}
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/// <summary>
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/// 检查指定类型的状态是否已注册
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/// </summary>
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/// <typeparam name="T">要检查的状态类型</typeparam>
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/// <returns>如果状态已注册则返回true,否则返回false</returns>
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public bool IsRegistered<T>() where T : IState => States.ContainsKey(typeof(T));
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/// <summary>
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/// 获取指定类型的已注册状态实例
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/// </summary>
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/// <typeparam name="T">要获取的状态类型</typeparam>
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/// <returns>如果状态存在则返回对应实例,否则返回null</returns>
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public T? GetState<T>() where T : class, IState => States.TryGetValue(typeof(T), out var state) ? state as T : null;
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/// <summary>
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/// 获取所有已注册状态的类型集合
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/// </summary>
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/// <returns>包含所有已注册状态类型的枚举器</returns>
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public IEnumerable<Type> GetRegisteredStateTypes() => States.Keys;
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/// <summary>
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/// 获取上一个状态
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/// </summary>
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/// <returns>如果历史记录存在则返回上一个状态,否则返回null</returns>
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public IState? GetPreviousState()
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{
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lock (_lock)
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{
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return _stateHistory.Count > 0 ? _stateHistory.Peek() : null;
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}
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}
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/// <summary>
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/// 获取状态历史记录
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/// </summary>
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/// <returns>状态历史记录的只读副本,从最近到最远排序</returns>
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public IReadOnlyList<IState> GetStateHistory()
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{
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lock (_lock)
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{
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return _stateHistory.ToList().AsReadOnly();
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}
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}
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/// <summary>
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/// 回退到上一个状态
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/// </summary>
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/// <returns>如果成功回退则返回true,否则返回false</returns>
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public bool GoBack()
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{
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lock (_lock)
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{
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if (_stateHistory.Count == 0) return false;
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var previousState = _stateHistory.Pop();
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// 检查上一个状态是否仍然注册
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if (!States.ContainsValue(previousState))
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{
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// 如果状态已被注销,继续尝试更早的状态
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return GoBack();
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}
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// 回退时不添加到历史记录
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ChangeInternalWithoutHistory(previousState);
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return true;
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}
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}
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/// <summary>
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/// 清空状态历史记录
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/// </summary>
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public void ClearHistory()
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{
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lock (_lock)
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{
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_stateHistory.Clear();
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}
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}
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/// <summary>
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/// 内部状态切换方法(不记录历史),用于回退操作
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/// </summary>
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/// <param name="next">下一个状态实例</param>
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protected virtual void ChangeInternalWithoutHistory(IState next)
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{
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if (Current == next) return;
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var old = Current;
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OnStateChanging(old, next);
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old?.OnExit(next);
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Current = next;
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Current.OnEnter(old);
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OnStateChanged(old, Current);
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}
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/// <summary>
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/// 内部状态切换方法,处理状态切换的核心逻辑
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/// </summary>
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/// <param name="next">下一个状态实例</param>
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protected virtual void ChangeInternal(IState next)
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{
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// 检查是否为相同状态,避免不必要的切换
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if (Current == next) return;
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// 验证当前状态是否允许切换到目标状态
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if (Current != null && !Current.CanTransitionTo(next))
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{
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OnTransitionRejected(Current, next);
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return;
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}
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var old = Current;
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OnStateChanging(old, next);
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// 将当前状态添加到历史记录
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if (Current != null)
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{
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_stateHistory.Push(Current);
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// 限制历史记录大小
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if (_stateHistory.Count > maxHistorySize)
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{
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// 移除最旧的记录(栈底元素)
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var tempStack = new Stack<IState>(_stateHistory.Reverse().Skip(1));
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_stateHistory.Clear();
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foreach (var state in tempStack.Reverse())
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{
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_stateHistory.Push(state);
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}
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}
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}
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old?.OnExit(next);
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Current = next;
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Current.OnEnter(old);
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OnStateChanged(old, Current);
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}
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/// <summary>
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/// 当状态转换被拒绝时的回调方法
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/// </summary>
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/// <param name="from">源状态</param>
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/// <param name="to">目标状态</param>
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protected virtual void OnTransitionRejected(IState from, IState to)
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{
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}
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/// <summary>
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/// 当状态即将发生改变时的回调方法
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/// </summary>
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/// <param name="from">源状态</param>
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/// <param name="to">目标状态</param>
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protected virtual void OnStateChanging(IState? from, IState to)
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{
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}
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/// <summary>
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/// 当状态改变完成后的回调方法
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/// </summary>
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/// <param name="from">源状态</param>
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/// <param name="to">目标状态</param>
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protected virtual void OnStateChanged(IState? from, IState? to)
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{
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}
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} |