Design_Pattern_状态模式

设计模式:状态模式(有限、分层和下推状态机)

实现了最简单的有限状态机

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public class FSM : MonoBehaviour
{
public MonoStateMachine monoStateMachine = new MonoStateMachine();

public RunState RunState;
public IdleState IdleState;

private void Start()
{
monoStateMachine.StartState(RunState);


}

private void Update()
{
monoStateMachine.Update();
}
}

public class RunState : MonoState
{
public static RunState instance;

public static RunState Instance()
{
if (instance == null)
{
instance = new RunState();
}
return instance;
}

public override void Enter()
{
Debug.Log("进入跑步");
}

public override void Execute()
{
Debug.Log("开始跑步");
}

public override void Exit()
{
Debug.Log("退出跑步");
}


}

public class IdleState : MonoState
{

public static IdleState instance;

public static IdleState Instance()
{
if (instance == null)
{
instance = new IdleState();
}
return instance;
}

public override void Enter()
{

}

public override void Execute()
{

}

public override void Exit()
{

}

}

public class MonoState
{
public virtual void Enter()
{

}
public virtual void Execute()
{

}

public virtual void Exit()
{

}

}

public class MonoStateMachine
{
// private MonoState mOwner;

private MonoState mCurrentState;
private MonoState mPreviousState;
private MonoState mGlobalState;


public MonoStateMachine()
{
mCurrentState = null;
mPreviousState = null;
mGlobalState = null;
}

/// <summary>
/// 设置初始状态
/// </summary>
/// <param name="state"></param>
public void StartState(MonoState state)
{
mCurrentState = state as MonoState;
mCurrentState.Enter();

}

public void ChangeState(MonoState state)
{
if (state == null)
{
Debug.Log("无法找到此状态");
}

mPreviousState = mCurrentState;
mCurrentState.Exit();
//转换后
mCurrentState = state as MonoState;
mCurrentState.Enter();

}
/// <summary>
/// 还原之前的状态
/// </summary>
public void RevertToPreviouState()
{
ChangeState(mPreviousState);
}

/// <summary>
/// 得到当前状态
/// </summary>
/// <returns></returns>
public MonoState GetCurrentState()
{
return mCurrentState;
}

/// <summary>
/// 得到之前的状态
/// </summary>
/// <returns></returns>
public MonoState GetPreviousState()
{
return mPreviousState;
}

public void Update()
{
if (mCurrentState!=null)
{
mCurrentState.Execute();
}
}
}