using System.Collections; using System.Collections.Generic; using UnityEngine; // 角色状态机 [DisallowMultipleComponent] public class UnitState : UnitComponent { public enum EUnitState { Idle , Move , Spawn , Die , Dead , Skill , // HitAir , HitAirHit , Knockdown , // HitGuard , // Walk , // Rise , // Jump , // 转身 Turn , } [SerializeField] private EUnitState m_State; public EUnitState CurrentState { get { return m_State; } } private delegate void ExitStateHandler(EUnitState nextState); private delegate void EnterStateHandler(EUnitState prevState); private Dictionary m_ExitStateHandlerDic = new Dictionary(); public override void Initialize() { base.Initialize(); InitState(); } #region state param public struct IdleParam {} public struct MoveParam { public bool isRight; public string key; } public struct SkillParam { } public struct JumpParam { } public struct TurnParam { EUnitState nextState; } #endregion void InitState() { m_ExitStateHandlerDic.Add(EUnitState.Idle, OnIdleExit); m_ExitStateHandlerDic.Add(EUnitState.Move, OnMoveExit); m_ExitStateHandlerDic.Add(EUnitState.Skill, OnSkillExit); m_ExitStateHandlerDic.Add(EUnitState.Jump, OnJumpExit); } public void ChangeState(EUnitState nextState, T param = default, bool bForce = false) { if (!IsChange(nextState, bForce)) return; LogHelper.Log("UnitState: " + m_State.ToString() + " -> " + nextState.ToString()); StopAllCoroutines(); EUnitState prevState = m_State; if (m_ExitStateHandlerDic.ContainsKey(m_State)) { m_ExitStateHandlerDic[m_State](nextState); } m_State = nextState; StartCoroutine(m_State.ToString(), param); } bool IsChange(EUnitState newState, bool bForce) { if (newState != m_State || bForce) return true; return false; } #region Idle IEnumerator Idle(IdleParam param) { m_Owner.unitAnimation.Play(UnitAnimation.EAnimState.Idle); yield return null; } void OnIdleExit(EUnitState nextState) { } #endregion #region Move IEnumerator Move(MoveParam param) { if (m_Owner.isTowardRight && !param.isRight || !m_Owner.isTowardRight && param.isRight) { //m_Owner.unitAnimation.Play(UnitAnimation.EAnimState.Turn); //yield return new WaitForActionReachEnd(m_Owner.unitAnimation); //if (param.isRight) // m_Owner.transform.rotation = Quaternion.Euler(0, 0, 0); //else // m_Owner.transform.rotation = Quaternion.Euler(0, 180, 0); m_Owner.transform.rotation = Quaternion.Euler(0, param.isRight ? 0 : 180, 0); } if(Input.GetKey(param.key)) m_Owner.unitAnimation.Play(UnitAnimation.EAnimState.Move); while (Input.GetKey(param.key)) { yield return null; } ChangeState(EUnitState.Idle, new IdleParam()); } void OnMoveExit(EUnitState nextState) { } #endregion #region Skill IEnumerator Skill(SkillParam param) { m_Owner.unitAnimation.Play(UnitAnimation.EAnimState.Attack); yield return new WaitForActionReachEnd(m_Owner.unitAnimation); ChangeState(EUnitState.Idle, new IdleParam()); } void OnSkillExit(EUnitState next) { } #endregion #region Jump IEnumerator Jump(JumpParam param) { m_Owner.unitAnimation.Play(UnitAnimation.EAnimState.Jump); yield return new WaitForActionReachEnd(m_Owner.unitAnimation); ChangeState(EUnitState.Idle); } void OnJumpExit(EUnitState next) { } #endregion }