FsmManager.cs 14 KB

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  1. //------------------------------------------------------------
  2. // Game Framework
  3. // Copyright © 2013-2021 loyalsoft. All rights reserved.
  4. // Homepage: http://www.game7000.com/
  5. // Feedback: http://www.game7000.com/
  6. //------------------------------------------------------------
  7. using System;
  8. using System.Collections.Generic;
  9. namespace GameFramework.Fsm
  10. {
  11. /// <summary>
  12. /// 有限状态机管理器。
  13. /// </summary>
  14. internal sealed class FsmManager : GameFrameworkModule, IFsmManager
  15. {
  16. private readonly Dictionary<TypeNamePair, FsmBase> m_Fsms;
  17. private readonly List<FsmBase> m_TempFsms;
  18. /// <summary>
  19. /// 初始化有限状态机管理器的新实例。
  20. /// </summary>
  21. public FsmManager()
  22. {
  23. m_Fsms = new Dictionary<TypeNamePair, FsmBase>();
  24. m_TempFsms = new List<FsmBase>();
  25. }
  26. /// <summary>
  27. /// 获取游戏框架模块优先级。
  28. /// </summary>
  29. /// <remarks>优先级较高的模块会优先轮询,并且关闭操作会后进行。</remarks>
  30. internal override int Priority
  31. {
  32. get
  33. {
  34. return 1;
  35. }
  36. }
  37. /// <summary>
  38. /// 获取有限状态机数量。
  39. /// </summary>
  40. public int Count
  41. {
  42. get
  43. {
  44. return m_Fsms.Count;
  45. }
  46. }
  47. /// <summary>
  48. /// 有限状态机管理器轮询。
  49. /// </summary>
  50. /// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
  51. /// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
  52. internal override void Update(float elapseSeconds, float realElapseSeconds)
  53. {
  54. m_TempFsms.Clear();
  55. if (m_Fsms.Count <= 0)
  56. {
  57. return;
  58. }
  59. foreach (KeyValuePair<TypeNamePair, FsmBase> fsm in m_Fsms)
  60. {
  61. m_TempFsms.Add(fsm.Value);
  62. }
  63. foreach (FsmBase fsm in m_TempFsms)
  64. {
  65. if (fsm.IsDestroyed)
  66. {
  67. continue;
  68. }
  69. fsm.Update(elapseSeconds, realElapseSeconds);
  70. }
  71. }
  72. /// <summary>
  73. /// 关闭并清理有限状态机管理器。
  74. /// </summary>
  75. internal override void Shutdown()
  76. {
  77. foreach (KeyValuePair<TypeNamePair, FsmBase> fsm in m_Fsms)
  78. {
  79. fsm.Value.Shutdown();
  80. }
  81. m_Fsms.Clear();
  82. m_TempFsms.Clear();
  83. }
  84. /// <summary>
  85. /// 检查是否存在有限状态机。
  86. /// </summary>
  87. /// <typeparam name="T">有限状态机持有者类型。</typeparam>
  88. /// <returns>是否存在有限状态机。</returns>
  89. public bool HasFsm<T>() where T : class
  90. {
  91. return InternalHasFsm(new TypeNamePair(typeof(T)));
  92. }
  93. /// <summary>
  94. /// 检查是否存在有限状态机。
  95. /// </summary>
  96. /// <param name="ownerType">有限状态机持有者类型。</param>
  97. /// <returns>是否存在有限状态机。</returns>
  98. public bool HasFsm(Type ownerType)
  99. {
  100. if (ownerType == null)
  101. {
  102. throw new GameFrameworkException("Owner type is invalid.");
  103. }
  104. return InternalHasFsm(new TypeNamePair(ownerType));
  105. }
  106. /// <summary>
  107. /// 检查是否存在有限状态机。
  108. /// </summary>
  109. /// <typeparam name="T">有限状态机持有者类型。</typeparam>
  110. /// <param name="name">有限状态机名称。</param>
  111. /// <returns>是否存在有限状态机。</returns>
  112. public bool HasFsm<T>(string name) where T : class
  113. {
  114. return InternalHasFsm(new TypeNamePair(typeof(T), name));
  115. }
  116. /// <summary>
  117. /// 检查是否存在有限状态机。
  118. /// </summary>
  119. /// <param name="ownerType">有限状态机持有者类型。</param>
  120. /// <param name="name">有限状态机名称。</param>
  121. /// <returns>是否存在有限状态机。</returns>
  122. public bool HasFsm(Type ownerType, string name)
  123. {
  124. if (ownerType == null)
  125. {
  126. throw new GameFrameworkException("Owner type is invalid.");
  127. }
  128. return InternalHasFsm(new TypeNamePair(ownerType, name));
  129. }
  130. /// <summary>
  131. /// 获取有限状态机。
  132. /// </summary>
  133. /// <typeparam name="T">有限状态机持有者类型。</typeparam>
  134. /// <returns>要获取的有限状态机。</returns>
  135. public IFsm<T> GetFsm<T>() where T : class
  136. {
  137. return (IFsm<T>)InternalGetFsm(new TypeNamePair(typeof(T)));
  138. }
  139. /// <summary>
  140. /// 获取有限状态机。
  141. /// </summary>
  142. /// <param name="ownerType">有限状态机持有者类型。</param>
  143. /// <returns>要获取的有限状态机。</returns>
  144. public FsmBase GetFsm(Type ownerType)
  145. {
  146. if (ownerType == null)
  147. {
  148. throw new GameFrameworkException("Owner type is invalid.");
  149. }
  150. return InternalGetFsm(new TypeNamePair(ownerType));
  151. }
  152. /// <summary>
  153. /// 获取有限状态机。
  154. /// </summary>
  155. /// <typeparam name="T">有限状态机持有者类型。</typeparam>
  156. /// <param name="name">有限状态机名称。</param>
  157. /// <returns>要获取的有限状态机。</returns>
  158. public IFsm<T> GetFsm<T>(string name) where T : class
  159. {
  160. return (IFsm<T>)InternalGetFsm(new TypeNamePair(typeof(T), name));
  161. }
  162. /// <summary>
  163. /// 获取有限状态机。
  164. /// </summary>
  165. /// <param name="ownerType">有限状态机持有者类型。</param>
  166. /// <param name="name">有限状态机名称。</param>
  167. /// <returns>要获取的有限状态机。</returns>
  168. public FsmBase GetFsm(Type ownerType, string name)
  169. {
  170. if (ownerType == null)
  171. {
  172. throw new GameFrameworkException("Owner type is invalid.");
  173. }
  174. return InternalGetFsm(new TypeNamePair(ownerType, name));
  175. }
  176. /// <summary>
  177. /// 获取所有有限状态机。
  178. /// </summary>
  179. /// <returns>所有有限状态机。</returns>
  180. public FsmBase[] GetAllFsms()
  181. {
  182. int index = 0;
  183. FsmBase[] results = new FsmBase[m_Fsms.Count];
  184. foreach (KeyValuePair<TypeNamePair, FsmBase> fsm in m_Fsms)
  185. {
  186. results[index++] = fsm.Value;
  187. }
  188. return results;
  189. }
  190. /// <summary>
  191. /// 获取所有有限状态机。
  192. /// </summary>
  193. /// <param name="results">所有有限状态机。</param>
  194. public void GetAllFsms(List<FsmBase> results)
  195. {
  196. if (results == null)
  197. {
  198. throw new GameFrameworkException("Results is invalid.");
  199. }
  200. results.Clear();
  201. foreach (KeyValuePair<TypeNamePair, FsmBase> fsm in m_Fsms)
  202. {
  203. results.Add(fsm.Value);
  204. }
  205. }
  206. /// <summary>
  207. /// 创建有限状态机。
  208. /// </summary>
  209. /// <typeparam name="T">有限状态机持有者类型。</typeparam>
  210. /// <param name="owner">有限状态机持有者。</param>
  211. /// <param name="states">有限状态机状态集合。</param>
  212. /// <returns>要创建的有限状态机。</returns>
  213. public IFsm<T> CreateFsm<T>(T owner, params FsmState<T>[] states) where T : class
  214. {
  215. return CreateFsm(owner.GetType().Name, owner, states);
  216. }
  217. /// <summary>
  218. /// 创建有限状态机。
  219. /// </summary>
  220. /// <typeparam name="T">有限状态机持有者类型。</typeparam>
  221. /// <param name="name">有限状态机名称。</param>
  222. /// <param name="owner">有限状态机持有者。</param>
  223. /// <param name="states">有限状态机状态集合。</param>
  224. /// <returns>要创建的有限状态机。</returns>
  225. public IFsm<T> CreateFsm<T>(string name, T owner, params FsmState<T>[] states) where T : class
  226. {
  227. TypeNamePair typeNamePair = new TypeNamePair(typeof(T), name);
  228. if (HasFsm<T>(name))
  229. {
  230. throw new GameFrameworkException(Utility.Text.Format("Already exist FSM '{0}'.", typeNamePair));
  231. }
  232. Fsm<T> fsm = Fsm<T>.Create(name, owner, states);
  233. m_Fsms.Add(typeNamePair, fsm);
  234. return fsm;
  235. }
  236. /// <summary>
  237. /// 创建有限状态机。
  238. /// </summary>
  239. /// <typeparam name="T">有限状态机持有者类型。</typeparam>
  240. /// <param name="owner">有限状态机持有者。</param>
  241. /// <param name="states">有限状态机状态集合。</param>
  242. /// <returns>要创建的有限状态机。</returns>
  243. public IFsm<T> CreateFsm<T>(T owner, List<FsmState<T>> states) where T : class
  244. {
  245. return CreateFsm(string.Empty, owner, states);
  246. }
  247. /// <summary>
  248. /// 创建有限状态机。
  249. /// </summary>
  250. /// <typeparam name="T">有限状态机持有者类型。</typeparam>
  251. /// <param name="name">有限状态机名称。</param>
  252. /// <param name="owner">有限状态机持有者。</param>
  253. /// <param name="states">有限状态机状态集合。</param>
  254. /// <returns>要创建的有限状态机。</returns>
  255. public IFsm<T> CreateFsm<T>(string name, T owner, List<FsmState<T>> states) where T : class
  256. {
  257. TypeNamePair typeNamePair = new TypeNamePair(typeof(T), name);
  258. if (HasFsm<T>(name))
  259. {
  260. throw new GameFrameworkException(Utility.Text.Format("Already exist FSM '{0}'.", typeNamePair));
  261. }
  262. Fsm<T> fsm = Fsm<T>.Create(name, owner, states);
  263. m_Fsms.Add(typeNamePair, fsm);
  264. return fsm;
  265. }
  266. /// <summary>
  267. /// 销毁有限状态机。
  268. /// </summary>
  269. /// <typeparam name="T">有限状态机持有者类型。</typeparam>
  270. /// <returns>是否销毁有限状态机成功。</returns>
  271. public bool DestroyFsm<T>() where T : class
  272. {
  273. return InternalDestroyFsm(new TypeNamePair(typeof(T)));
  274. }
  275. /// <summary>
  276. /// 销毁有限状态机。
  277. /// </summary>
  278. /// <param name="ownerType">有限状态机持有者类型。</param>
  279. /// <returns>是否销毁有限状态机成功。</returns>
  280. public bool DestroyFsm(Type ownerType)
  281. {
  282. if (ownerType == null)
  283. {
  284. throw new GameFrameworkException("Owner type is invalid.");
  285. }
  286. return InternalDestroyFsm(new TypeNamePair(ownerType));
  287. }
  288. /// <summary>
  289. /// 销毁有限状态机。
  290. /// </summary>
  291. /// <typeparam name="T">有限状态机持有者类型。</typeparam>
  292. /// <param name="name">要销毁的有限状态机名称。</param>
  293. /// <returns>是否销毁有限状态机成功。</returns>
  294. public bool DestroyFsm<T>(string name) where T : class
  295. {
  296. return InternalDestroyFsm(new TypeNamePair(typeof(T), name));
  297. }
  298. /// <summary>
  299. /// 销毁有限状态机。
  300. /// </summary>
  301. /// <param name="ownerType">有限状态机持有者类型。</param>
  302. /// <param name="name">要销毁的有限状态机名称。</param>
  303. /// <returns>是否销毁有限状态机成功。</returns>
  304. public bool DestroyFsm(Type ownerType, string name)
  305. {
  306. if (ownerType == null)
  307. {
  308. throw new GameFrameworkException("Owner type is invalid.");
  309. }
  310. return InternalDestroyFsm(new TypeNamePair(ownerType, name));
  311. }
  312. /// <summary>
  313. /// 销毁有限状态机。
  314. /// </summary>
  315. /// <typeparam name="T">有限状态机持有者类型。</typeparam>
  316. /// <param name="fsm">要销毁的有限状态机。</param>
  317. /// <returns>是否销毁有限状态机成功。</returns>
  318. public bool DestroyFsm<T>(IFsm<T> fsm) where T : class
  319. {
  320. if (fsm == null)
  321. {
  322. throw new GameFrameworkException("FSM is invalid.");
  323. }
  324. return InternalDestroyFsm(new TypeNamePair(typeof(T), fsm.Name));
  325. }
  326. /// <summary>
  327. /// 销毁有限状态机。
  328. /// </summary>
  329. /// <param name="fsm">要销毁的有限状态机。</param>
  330. /// <returns>是否销毁有限状态机成功。</returns>
  331. public bool DestroyFsm(FsmBase fsm)
  332. {
  333. if (fsm == null)
  334. {
  335. throw new GameFrameworkException("FSM is invalid.");
  336. }
  337. return InternalDestroyFsm(new TypeNamePair(fsm.OwnerType, fsm.Name));
  338. }
  339. private bool InternalHasFsm(TypeNamePair typeNamePair)
  340. {
  341. return m_Fsms.ContainsKey(typeNamePair);
  342. }
  343. private FsmBase InternalGetFsm(TypeNamePair typeNamePair)
  344. {
  345. FsmBase fsm = null;
  346. if (m_Fsms.TryGetValue(typeNamePair, out fsm))
  347. {
  348. return fsm;
  349. }
  350. return null;
  351. }
  352. private bool InternalDestroyFsm(TypeNamePair typeNamePair)
  353. {
  354. FsmBase fsm = null;
  355. if (m_Fsms.TryGetValue(typeNamePair, out fsm))
  356. {
  357. fsm.Shutdown();
  358. return m_Fsms.Remove(typeNamePair);
  359. }
  360. return false;
  361. }
  362. }
  363. }