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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
// 角色状态机
[DisallowMultipleComponent]
public class UnitState : UnitComponent
{
public enum EUnitState
{
Idle = 1,
Move = 1 << 2,
Spawn = 1 << 3,
Die = 1 << 4,
Dead = 1 << 5,
Skill = 1 << 6,
//
HitAir = 1 << 7,
HitAirHit = 1 << 8,
Knockdown = 1 << 9,
//
HitGuard = 1 << 10,
//
Walk = 1 << 11,
}
[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<EUnitState, ExitStateHandler> m_ExitStateHandlerDic = new Dictionary<EUnitState, ExitStateHandler>();
private Dictionary<EUnitState, EnterStateHandler> m_EnterStateHandlerDic = new Dictionary<EUnitState, EnterStateHandler>();
#region state param
public struct IdleParam {}
public struct MoveParam
{
}
public struct SkillParam
{
}
#endregion
void InitState()
{
m_EnterStateHandlerDic.Add(EUnitState.Idle, OnIdleEnter);
m_EnterStateHandlerDic.Add(EUnitState.Move, OnMoveEnter);
m_ExitStateHandlerDic.Add(EUnitState.Idle, OnIdleExit);
m_ExitStateHandlerDic.Add(EUnitState.Move, OnMoveExit);
}
public void ChangeState<T>(EUnitState nextState, T param, bool bForce = false)
{
if (!IsChange(nextState, bForce))
return;
StopAllCoroutines();
m_ExitStateHandlerDic[m_State](nextState);
EUnitState prevState = m_State;
m_State = nextState;
m_EnterStateHandlerDic[m_State](prevState);
StartCoroutine(m_State.ToString(), param);
}
bool IsChange(EUnitState newState, bool bForce)
{
if (newState != m_State || bForce)
return true;
return false;
}
#region Idle
void OnIdleEnter(EUnitState prevState)
{
}
IEnumerator Idle(IdleParam param)
{
m_Owner.unitAnimation.Play();
yield return null;
}
void OnIdleExit(EUnitState nextState)
{
}
#endregion
#region Move
void OnMoveEnter(EUnitState prevState)
{
}
IEnumerator Move(MoveParam param)
{
yield return null;
}
void OnMoveExit(EUnitState nextState)
{
}
#endregion
}
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