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StateContext.cs
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StateContext.cs
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using System;
namespace Game.FSM
{
/// <summary>
/// State context. Acts as a parent node in a state hierarchy graph.
/// </summary>
public class StateContext : IStateContext
{
/// <inheritdoc />
public event Action<IState> OnLeafStateChanged;
/// <inheritdoc />
public IState ActiveState { get; private set; }
/// <inheritdoc />
public virtual IState ActiveLeafState => ActiveState?.ActiveLeafState ?? ActiveState;
/// <inheritdoc />
public TransitionBase NextTransition { get; set; }
/// <inheritdoc />
public void SwitchState(IState newState)
{
if (ActiveState != null)
{
ActiveState.SwitchState(null);
ActiveState.Exit();
ActiveState.OnLeafStateChanged -= InvokeLeafStateChange;
}
var oldState = ActiveState;
ActiveState = newState;
if (newState != null)
{
newState.Enter();
newState.OnLeafStateChanged += InvokeLeafStateChange;
}
if (oldState != newState)
{
InvokeLeafStateChange(newState?.ActiveLeafState);
}
}
/// <inheritdoc />
public bool ExecuteNextTransition()
{
if (NextTransition != null)
{
NextTransition.Execute();
NextTransition = null;
return true;
}
return ActiveState != null && ActiveState.ExecuteNextTransition();
}
/// <inheritdoc />
public virtual bool TriggerEvent<T>(T stateEvent, bool allowTransition = true)
{
if (ActiveState != null)
{
var isHandled = ActiveState.TriggerEvent(stateEvent, false);
if (allowTransition && ExecuteNextTransition())
{
isHandled = true;
}
return isHandled;
}
return false;
}
private void InvokeLeafStateChange(IState state)
{
OnLeafStateChanged?.Invoke(state);
}
/// <summary>
/// Checks that target context belongs to an active branch of a given root context.
/// </summary>
/// <param name="context"></param>
/// <param name="root"></param>
/// <returns></returns>
public static bool IsActiveContext(IStateContext context, IStateContext root)
{
if (root == context)
{
return true;
}
var state = root.ActiveState;
while (state != null)
{
if (state == context)
{
return true;
}
state = state.ActiveState;
}
return false;
}
}
}