GeWuYou c0274074b3 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
2026-01-15 23:04:41 +08:00

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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;
}