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https://github.com/GeWuYou/GFramework.git
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- 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
87 lines
2.6 KiB
C#
87 lines
2.6 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 : IStateMachine
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{
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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; private 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 void Register(IState state)
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=> States[state.GetType()] = state;
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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 void Unregister<T>() where T : IState
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{
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var type = typeof(T);
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if (!States.TryGetValue(type, out var state)) return;
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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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States.Remove(type);
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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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/// <exception cref="InvalidOperationException">当目标状态未注册时抛出</exception>
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public void ChangeTo<T>() where T : IState
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{
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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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ChangeInternal(target);
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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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if (Current == next) return;
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if (Current != null && !Current.CanTransitionTo(next)) return;
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var old = Current;
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old?.OnExit(next);
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Current = next;
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Current.OnEnter(old);
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}
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} |