oni-priority-ux/mod/PLibCore/PStateMachines.cs

106 lines
4.2 KiB
C#

/*
* 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 {
/// <summary>
/// Contains tools for dealing with state machines.
/// </summary>
public static class PStateMachines {
/// <summary>
/// Creates and initializes a new state. This method should be used in a postfix patch
/// on InitializeStates if new states are to be added.
/// </summary>
/// <typeparam name="T">The state machine type.</typeparam>
/// <typeparam name="I">The state machine Instance type.</typeparam>
/// <param name="sm">The base state machine.</param>
/// <param name="name">The state name.</param>
/// <returns>The new state.</returns>
public static GameStateMachine<T, I>.State CreateState<T, I>(
this GameStateMachine<T, I> sm, string name)
where T : GameStateMachine<T, I, IStateMachineTarget, object> where I :
GameStateMachine<T, I, IStateMachineTarget, object>.GameInstance {
var state = new GameStateMachine<T, I>.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;
}
/// <summary>
/// Creates and initializes a new state. This method should be used in a postfix patch
/// on InitializeStates if new states are to be added.
/// </summary>
/// <typeparam name="T">The state machine type.</typeparam>
/// <typeparam name="I">The state machine Instance type.</typeparam>
/// <typeparam name="M">The state machine Target type.</typeparam>
/// <param name="sm">The base state machine.</param>
/// <param name="name">The state name.</param>
/// <returns>The new state.</returns>
public static GameStateMachine<T, I, M>.State CreateState<T, I, M>(
this GameStateMachine<T, I, M> sm, string name) where M : IStateMachineTarget
where T : GameStateMachine<T, I, M, object> where I :
GameStateMachine<T, I, M, object>.GameInstance {
var state = new GameStateMachine<T, I, M>.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;
}
/// <summary>
/// Clears the existing Enter actions on a state.
/// </summary>
/// <param name="state">The state to modify.</param>
public static void ClearEnterActions(this StateMachine.BaseState state) {
if (state != null)
state.enterActions.Clear();
}
/// <summary>
/// Clears the existing Exit actions on a state.
/// </summary>
/// <param name="state">The state to modify.</param>
public static void ClearExitActions(this StateMachine.BaseState state) {
if (state != null)
state.exitActions.Clear();
}
/// <summary>
/// Clears the existing Transition actions on a state. Parameter transitions are not
/// affected.
/// </summary>
/// <param name="state">The state to modify.</param>
public static void ClearTransitions(this StateMachine.BaseState state) {
if (state != null)
state.transitions.Clear();
}
}
}