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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
82 lines
2.4 KiB
C#
82 lines
2.4 KiB
C#
using GFramework.Core.Abstractions.architecture;
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using GFramework.Core.Abstractions.enums;
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using GFramework.Core.Abstractions.rule;
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using GFramework.Core.Abstractions.state;
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using GFramework.Core.Abstractions.system;
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using GFramework.Core.extensions;
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namespace GFramework.Core.state;
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/// <summary>
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/// 上下文感知状态机,继承自StateMachine并实现ISystem接口
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/// 该状态机能够感知架构上下文,并在状态切换时发送状态变更事件
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/// </summary>
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public class ContextAwareStateMachine : StateMachine, ISystem
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{
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/// <summary>
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/// 架构上下文对象,用于提供系统运行所需的上下文信息
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/// </summary>
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protected IArchitectureContext Context = null!;
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/// <summary>
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/// 设置架构上下文的方法
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/// </summary>
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/// <param name="context">要设置的架构上下文对象</param>
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public void SetContext(IArchitectureContext context)
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{
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Context = context;
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}
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/// <summary>
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/// 获取当前架构上下文的方法
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/// </summary>
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/// <returns>当前的架构上下文对象</returns>
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public IArchitectureContext GetContext()
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{
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return Context;
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}
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/// <summary>
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/// 处理架构生命周期阶段的方法
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/// </summary>
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/// <param name="phase">当前所处的架构生命周期阶段</param>
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public virtual void OnArchitecturePhase(ArchitecturePhase phase)
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{
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}
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/// <summary>
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/// 初始化方法,在系统启动时调用
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/// 遍历所有状态实例,为实现了IContextAware接口的状态设置上下文
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/// </summary>
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public virtual void Init()
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{
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foreach (var state in States.Values.OfType<IContextAware>())
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{
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state.SetContext(Context);
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}
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}
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/// <summary>
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/// 销毁方法,在系统关闭时调用
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/// </summary>
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public virtual void Destroy()
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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,重写基类方法以添加状态变更事件通知功能
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/// </summary>
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/// <param name="next">要切换到的下一个状态</param>
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protected override void ChangeInternal(IState next)
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{
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var old = Current;
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base.ChangeInternal(next);
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// 发送状态变更事件,通知监听者状态已发生改变
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this.SendEvent(new StateChangedEvent
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{
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OldState = old,
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NewState = Current
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});
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}
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} |