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