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StateMachine.cs
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270 lines (216 loc) · 9.51 KB
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using System;
using System.Threading;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using Source.Scripts.Core.StateMachine.Base;
using Source.Scripts.Core.StateMachine.Configurator;
using Source.Scripts.Core.StateMachine.Configurator.Base;
using Source.Scripts.Core.StateMachine.States.Base;
using UnityEngine;
namespace Source.Scripts.Core.StateMachine {
public class StateMachine<TState, TTrigger> : IStateMachine<TTrigger>
where TTrigger : Enum {
private readonly Dictionary<TState, IConfigurator<TState, TTrigger>> _states;
private readonly Dictionary<TState, TState> _autoTransition;
private readonly Dictionary<TState, List<IConfigurator<TState, TTrigger>>> _subStates;
private TState _currentState;
private List<Task> _tasks;
public IConfigurator<TState, TTrigger> CurrentState => _states[_currentState];
public StateMachine(TState start) {
_currentState = start;
_states = new Dictionary<TState, IConfigurator<TState, TTrigger>>();
_autoTransition = new Dictionary<TState, TState>();
_subStates = new Dictionary<TState, List<IConfigurator<TState, TTrigger>>>();
_tasks = new List<Task>();
}
public Configurator<TState, TTrigger, T> GetConfigurator<T>(TState key) where T : class, IState<TTrigger> {
return (Configurator<TState, TTrigger, T>)_states[key];
}
public async Task Fire(TTrigger trigger) {
async Task Action() => await InternalFire(trigger);
await Create(Action);
}
private async Task InternalFire(TTrigger trigger) {
var configurator = _states[_currentState];
var state = configurator.State;
if (_subStates.ContainsKey(configurator.StateEnum)) {
var subStatesList = _subStates[configurator.StateEnum];
foreach (var subState in subStatesList) {
if (subState.State.HasInternal(trigger)) {
var internalTask = subState.State.Internal(trigger);
_tasks.Add(internalTask);
}
}
if (_tasks.Count != 0) {
await Task.WhenAll(_tasks);
_tasks.Clear();
}
}
if (state.HasInternal(trigger)) {
await state.Internal(trigger);
return;
}
if (_subStates.ContainsKey(configurator.StateEnum)) {
var subStates = _subStates[configurator.StateEnum];
bool containsInChild = false;
foreach (var stateConfigurator in subStates) {
var subState = stateConfigurator.State;
if (subState.HasInternal(trigger)) {
containsInChild = true;
var internalTask = subState.Internal(trigger);
_tasks.Add(internalTask);
}
}
if (containsInChild) {
await Task.WhenAll(_tasks);
_tasks.Clear();
return;
}
}
if (configurator.HasReentry(trigger)) {
await ExitState();
await EntryState();
return;
}
if (configurator.HasTransition(trigger)) {
await ExitState();
_currentState = configurator.Transition(trigger);
await EntryState();
await CheckAutoTransition();
}
else {
Debug.LogWarning($"Trigger {trigger} for state {nameof(_currentState)} and for whole FSM doesn't registered!");
}
}
public Configurator<TState, TTrigger, T> RegisterSubStateFor<T>(TState stateKey, TState subStateKey, T subState)
where T : BaseState<TState, TTrigger> {
var subStateConfigurator = new Configurator<TState, TTrigger, T>(subStateKey, subState);
_states[subStateKey] = subStateConfigurator;
List<IConfigurator<TState, TTrigger>> subStatesList;
if (_subStates.ContainsKey(stateKey)) {
subStatesList = _subStates[stateKey];
}
else {
subStatesList = new List<IConfigurator<TState, TTrigger>>();
_subStates.Add(stateKey, subStatesList);
}
subStatesList.Add(subStateConfigurator);
if (_states.ContainsKey(stateKey)) {
subStateConfigurator.Entered = true;
Create(subState.TriggerEnter);
}
return subStateConfigurator;
}
public void UnRegisterSubStateFor(TState stateKey, TState subStateKey) {
var subStateConfigurator = _states[subStateKey];
if (_subStates.ContainsKey(stateKey)) {
var rootState = _states[stateKey];
if (!rootState.Exited) {
Create(subStateConfigurator.State.TriggerExit);
}
var subStatesList = _subStates[stateKey];
subStatesList.Remove(subStateConfigurator);
if (subStatesList.Count < 1) {
_subStates.Remove(stateKey);
}
}
_states.Remove(subStateKey);
}
public Configurator<TState, TTrigger, T> RegisterState<T>(TState key, T state)
where T : BaseState<TState, TTrigger> {
if (_states.ContainsKey(key)) {
_states.Remove(key);
}
var configurator = new Configurator<TState, TTrigger, T>(key, state);
_states.Add(key, configurator);
return configurator;
}
public void UnregisterState(TState state) {
_states.Remove(state);
}
public StateMachine<TState, TTrigger> AutoTransition(TState oldState, TState newState) {
_autoTransition.Add(oldState, newState);
return this;
}
public async Task Start() {
await EntryState();
await CheckAutoTransition();
}
public async Task ForceExit() {
await ExitState();
}
private async Task ExitState() {
var configurator = _states[_currentState];
var state = configurator.State;
configurator.Entered = false;
configurator.Exited = true;
await state.TriggerExit();
if (_subStates.ContainsKey(_currentState)) {
var subStatesList = _subStates[_currentState];
foreach (var subStateConfigurator in subStatesList) {
subStateConfigurator.Entered = false;
subStateConfigurator.Exited = true;
var exitTask = subStateConfigurator.State.TriggerExit();
_tasks.Add(exitTask);
}
if (_tasks.Count != 0) {
await Task.WhenAll(_tasks);
_tasks.Clear();
}
}
}
private async Task EntryState() {
var stateConfigurator = _states[_currentState];
var state = stateConfigurator.State;
stateConfigurator.Entered = true;
if (_subStates.ContainsKey(_currentState)) {
if (state is IBeforeSubStates beforeSubStates) {
await beforeSubStates.OnBeforeSubStates();
}
var subStatesList = _subStates[_currentState].ToList();
foreach (var subStateConfigurator in subStatesList) {
if (!subStateConfigurator.Entered) {
subStateConfigurator.Entered = true;
var enterTask = subStateConfigurator.State.TriggerEnter();
_tasks.Add(enterTask);
}
}
if (_tasks.Count != 0) {
await Task.WhenAll(_tasks);
_tasks.Clear();
}
if (state is IAfterSubStates afterSubStates) {
await afterSubStates.OnAfterSubStates();
}
foreach (var subStateConfigurator in subStatesList) {
if (subStateConfigurator.State is IAfterSubStates subStateAfter) {
var afterSubStatesTask = subStateAfter.OnAfterSubStates();
_tasks.Add(afterSubStatesTask);
}
}
if (_tasks.Count != 0) {
await Task.WhenAll(_tasks);
_tasks.Clear();
}
}
await state.TriggerEnter();
}
private async Task CheckAutoTransition() {
if (_autoTransition.ContainsKey(_currentState)) {
var nextState = _autoTransition[_currentState];
await ExitState();
_currentState = nextState;
await EntryState();
await CheckAutoTransition();
}
}
private static async Task Create(Func<Task> action) {
var task = Task.Factory.StartNew(action,
CancellationToken.None,
TaskCreationOptions.None,
TaskScheduler.FromCurrentSynchronizationContext());
await task.Unwrap();
}
}
}