GFramework/GFramework.Core/state/StateMachine.cs
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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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);
}
}