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mod/PLibCore/PStateMachines.cs
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105
mod/PLibCore/PStateMachines.cs
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/*
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* Copyright 2022 Peter Han
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* Permission is hereby granted, free of charge, to any person obtaining a copy of this software
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* and associated documentation files (the "Software"), to deal in the Software without
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* restriction, including without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all copies or
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* substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
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* BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
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* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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using System;
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namespace PeterHan.PLib.Core {
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/// <summary>
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/// Contains tools for dealing with state machines.
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/// </summary>
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public static class PStateMachines {
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/// <summary>
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/// Creates and initializes a new state. This method should be used in a postfix patch
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/// on InitializeStates if new states are to be added.
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/// </summary>
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/// <typeparam name="T">The state machine type.</typeparam>
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/// <typeparam name="I">The state machine Instance type.</typeparam>
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/// <param name="sm">The base state machine.</param>
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/// <param name="name">The state name.</param>
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/// <returns>The new state.</returns>
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public static GameStateMachine<T, I>.State CreateState<T, I>(
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this GameStateMachine<T, I> sm, string name)
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where T : GameStateMachine<T, I, IStateMachineTarget, object> where I :
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GameStateMachine<T, I, IStateMachineTarget, object>.GameInstance {
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var state = new GameStateMachine<T, I>.State();
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if (string.IsNullOrEmpty(name))
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name = "State";
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if (sm == null)
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throw new ArgumentNullException(nameof(sm));
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state.defaultState = sm.GetDefaultState();
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// Process any sub parameters
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sm.CreateStates(state);
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sm.BindState(sm.root, state, name);
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return state;
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}
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/// <summary>
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/// Creates and initializes a new state. This method should be used in a postfix patch
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/// on InitializeStates if new states are to be added.
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/// </summary>
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/// <typeparam name="T">The state machine type.</typeparam>
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/// <typeparam name="I">The state machine Instance type.</typeparam>
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/// <typeparam name="M">The state machine Target type.</typeparam>
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/// <param name="sm">The base state machine.</param>
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/// <param name="name">The state name.</param>
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/// <returns>The new state.</returns>
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public static GameStateMachine<T, I, M>.State CreateState<T, I, M>(
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this GameStateMachine<T, I, M> sm, string name) where M : IStateMachineTarget
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where T : GameStateMachine<T, I, M, object> where I :
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GameStateMachine<T, I, M, object>.GameInstance {
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var state = new GameStateMachine<T, I, M>.State();
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if (string.IsNullOrEmpty(name))
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name = "State";
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if (sm == null)
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throw new ArgumentNullException(nameof(sm));
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state.defaultState = sm.GetDefaultState();
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// Process any sub parameters
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sm.CreateStates(state);
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sm.BindState(sm.root, state, name);
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return state;
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}
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/// <summary>
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/// Clears the existing Enter actions on a state.
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/// </summary>
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/// <param name="state">The state to modify.</param>
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public static void ClearEnterActions(this StateMachine.BaseState state) {
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if (state != null)
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state.enterActions.Clear();
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}
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/// <summary>
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/// Clears the existing Exit actions on a state.
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/// </summary>
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/// <param name="state">The state to modify.</param>
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public static void ClearExitActions(this StateMachine.BaseState state) {
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if (state != null)
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state.exitActions.Clear();
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}
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/// <summary>
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/// Clears the existing Transition actions on a state. Parameter transitions are not
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/// affected.
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/// </summary>
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/// <param name="state">The state to modify.</param>
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public static void ClearTransitions(this StateMachine.BaseState state) {
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if (state != null)
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state.transitions.Clear();
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}
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}
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}
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