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- //------------------------------------------------------------
- // Game Framework
- // Copyright © 2013-2021 loyalsoft. All rights reserved.
- // Homepage: http://www.game7000.com/
- // Feedback: http://www.game7000.com/
- //------------------------------------------------------------
- using System;
- using System.Collections.Generic;
- namespace GameFramework.Fsm
- {
- /// <summary>
- /// 有限状态机管理器。
- /// </summary>
- internal sealed class FsmManager : GameFrameworkModule, IFsmManager
- {
- private readonly Dictionary<TypeNamePair, FsmBase> m_Fsms;
- private readonly List<FsmBase> m_TempFsms;
- /// <summary>
- /// 初始化有限状态机管理器的新实例。
- /// </summary>
- public FsmManager()
- {
- m_Fsms = new Dictionary<TypeNamePair, FsmBase>();
- m_TempFsms = new List<FsmBase>();
- }
- /// <summary>
- /// 获取游戏框架模块优先级。
- /// </summary>
- /// <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>
- internal override int Priority
- {
- get
- {
- return 1;
- }
- }
- /// <summary>
- /// 获取有限状态机数量。
- /// </summary>
- public int Count
- {
- get
- {
- return m_Fsms.Count;
- }
- }
- /// <summary>
- /// 有限状态机管理器轮询。
- /// </summary>
- /// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
- /// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
- internal override void Update(float elapseSeconds, float realElapseSeconds)
- {
- m_TempFsms.Clear();
- if (m_Fsms.Count <= 0)
- {
- return;
- }
- foreach (KeyValuePair<TypeNamePair, FsmBase> fsm in m_Fsms)
- {
- m_TempFsms.Add(fsm.Value);
- }
- foreach (FsmBase fsm in m_TempFsms)
- {
- if (fsm.IsDestroyed)
- {
- continue;
- }
- fsm.Update(elapseSeconds, realElapseSeconds);
- }
- }
- /// <summary>
- /// 关闭并清理有限状态机管理器。
- /// </summary>
- internal override void Shutdown()
- {
- foreach (KeyValuePair<TypeNamePair, FsmBase> fsm in m_Fsms)
- {
- fsm.Value.Shutdown();
- }
- m_Fsms.Clear();
- m_TempFsms.Clear();
- }
- /// <summary>
- /// 检查是否存在有限状态机。
- /// </summary>
- /// <typeparam name="T">有限状态机持有者类型。</typeparam>
- /// <returns>是否存在有限状态机。</returns>
- public bool HasFsm<T>() where T : class
- {
- return InternalHasFsm(new TypeNamePair(typeof(T)));
- }
- /// <summary>
- /// 检查是否存在有限状态机。
- /// </summary>
- /// <param name="ownerType">有限状态机持有者类型。</param>
- /// <returns>是否存在有限状态机。</returns>
- public bool HasFsm(Type ownerType)
- {
- if (ownerType == null)
- {
- throw new GameFrameworkException("Owner type is invalid.");
- }
- return InternalHasFsm(new TypeNamePair(ownerType));
- }
- /// <summary>
- /// 检查是否存在有限状态机。
- /// </summary>
- /// <typeparam name="T">有限状态机持有者类型。</typeparam>
- /// <param name="name">有限状态机名称。</param>
- /// <returns>是否存在有限状态机。</returns>
- public bool HasFsm<T>(string name) where T : class
- {
- return InternalHasFsm(new TypeNamePair(typeof(T), name));
- }
- /// <summary>
- /// 检查是否存在有限状态机。
- /// </summary>
- /// <param name="ownerType">有限状态机持有者类型。</param>
- /// <param name="name">有限状态机名称。</param>
- /// <returns>是否存在有限状态机。</returns>
- public bool HasFsm(Type ownerType, string name)
- {
- if (ownerType == null)
- {
- throw new GameFrameworkException("Owner type is invalid.");
- }
- return InternalHasFsm(new TypeNamePair(ownerType, name));
- }
- /// <summary>
- /// 获取有限状态机。
- /// </summary>
- /// <typeparam name="T">有限状态机持有者类型。</typeparam>
- /// <returns>要获取的有限状态机。</returns>
- public IFsm<T> GetFsm<T>() where T : class
- {
- return (IFsm<T>)InternalGetFsm(new TypeNamePair(typeof(T)));
- }
- /// <summary>
- /// 获取有限状态机。
- /// </summary>
- /// <param name="ownerType">有限状态机持有者类型。</param>
- /// <returns>要获取的有限状态机。</returns>
- public FsmBase GetFsm(Type ownerType)
- {
- if (ownerType == null)
- {
- throw new GameFrameworkException("Owner type is invalid.");
- }
- return InternalGetFsm(new TypeNamePair(ownerType));
- }
- /// <summary>
- /// 获取有限状态机。
- /// </summary>
- /// <typeparam name="T">有限状态机持有者类型。</typeparam>
- /// <param name="name">有限状态机名称。</param>
- /// <returns>要获取的有限状态机。</returns>
- public IFsm<T> GetFsm<T>(string name) where T : class
- {
- return (IFsm<T>)InternalGetFsm(new TypeNamePair(typeof(T), name));
- }
- /// <summary>
- /// 获取有限状态机。
- /// </summary>
- /// <param name="ownerType">有限状态机持有者类型。</param>
- /// <param name="name">有限状态机名称。</param>
- /// <returns>要获取的有限状态机。</returns>
- public FsmBase GetFsm(Type ownerType, string name)
- {
- if (ownerType == null)
- {
- throw new GameFrameworkException("Owner type is invalid.");
- }
- return InternalGetFsm(new TypeNamePair(ownerType, name));
- }
- /// <summary>
- /// 获取所有有限状态机。
- /// </summary>
- /// <returns>所有有限状态机。</returns>
- public FsmBase[] GetAllFsms()
- {
- int index = 0;
- FsmBase[] results = new FsmBase[m_Fsms.Count];
- foreach (KeyValuePair<TypeNamePair, FsmBase> fsm in m_Fsms)
- {
- results[index++] = fsm.Value;
- }
- return results;
- }
- /// <summary>
- /// 获取所有有限状态机。
- /// </summary>
- /// <param name="results">所有有限状态机。</param>
- public void GetAllFsms(List<FsmBase> results)
- {
- if (results == null)
- {
- throw new GameFrameworkException("Results is invalid.");
- }
- results.Clear();
- foreach (KeyValuePair<TypeNamePair, FsmBase> fsm in m_Fsms)
- {
- results.Add(fsm.Value);
- }
- }
- /// <summary>
- /// 创建有限状态机。
- /// </summary>
- /// <typeparam name="T">有限状态机持有者类型。</typeparam>
- /// <param name="owner">有限状态机持有者。</param>
- /// <param name="states">有限状态机状态集合。</param>
- /// <returns>要创建的有限状态机。</returns>
- public IFsm<T> CreateFsm<T>(T owner, params FsmState<T>[] states) where T : class
- {
- return CreateFsm(owner.GetType().Name, owner, states);
- }
- /// <summary>
- /// 创建有限状态机。
- /// </summary>
- /// <typeparam name="T">有限状态机持有者类型。</typeparam>
- /// <param name="name">有限状态机名称。</param>
- /// <param name="owner">有限状态机持有者。</param>
- /// <param name="states">有限状态机状态集合。</param>
- /// <returns>要创建的有限状态机。</returns>
- public IFsm<T> CreateFsm<T>(string name, T owner, params FsmState<T>[] states) where T : class
- {
- TypeNamePair typeNamePair = new TypeNamePair(typeof(T), name);
- if (HasFsm<T>(name))
- {
- throw new GameFrameworkException(Utility.Text.Format("Already exist FSM '{0}'.", typeNamePair));
- }
- Fsm<T> fsm = Fsm<T>.Create(name, owner, states);
- m_Fsms.Add(typeNamePair, fsm);
- return fsm;
- }
- /// <summary>
- /// 创建有限状态机。
- /// </summary>
- /// <typeparam name="T">有限状态机持有者类型。</typeparam>
- /// <param name="owner">有限状态机持有者。</param>
- /// <param name="states">有限状态机状态集合。</param>
- /// <returns>要创建的有限状态机。</returns>
- public IFsm<T> CreateFsm<T>(T owner, List<FsmState<T>> states) where T : class
- {
- return CreateFsm(string.Empty, owner, states);
- }
- /// <summary>
- /// 创建有限状态机。
- /// </summary>
- /// <typeparam name="T">有限状态机持有者类型。</typeparam>
- /// <param name="name">有限状态机名称。</param>
- /// <param name="owner">有限状态机持有者。</param>
- /// <param name="states">有限状态机状态集合。</param>
- /// <returns>要创建的有限状态机。</returns>
- public IFsm<T> CreateFsm<T>(string name, T owner, List<FsmState<T>> states) where T : class
- {
- TypeNamePair typeNamePair = new TypeNamePair(typeof(T), name);
- if (HasFsm<T>(name))
- {
- throw new GameFrameworkException(Utility.Text.Format("Already exist FSM '{0}'.", typeNamePair));
- }
- Fsm<T> fsm = Fsm<T>.Create(name, owner, states);
- m_Fsms.Add(typeNamePair, fsm);
- return fsm;
- }
- /// <summary>
- /// 销毁有限状态机。
- /// </summary>
- /// <typeparam name="T">有限状态机持有者类型。</typeparam>
- /// <returns>是否销毁有限状态机成功。</returns>
- public bool DestroyFsm<T>() where T : class
- {
- return InternalDestroyFsm(new TypeNamePair(typeof(T)));
- }
- /// <summary>
- /// 销毁有限状态机。
- /// </summary>
- /// <param name="ownerType">有限状态机持有者类型。</param>
- /// <returns>是否销毁有限状态机成功。</returns>
- public bool DestroyFsm(Type ownerType)
- {
- if (ownerType == null)
- {
- throw new GameFrameworkException("Owner type is invalid.");
- }
- return InternalDestroyFsm(new TypeNamePair(ownerType));
- }
- /// <summary>
- /// 销毁有限状态机。
- /// </summary>
- /// <typeparam name="T">有限状态机持有者类型。</typeparam>
- /// <param name="name">要销毁的有限状态机名称。</param>
- /// <returns>是否销毁有限状态机成功。</returns>
- public bool DestroyFsm<T>(string name) where T : class
- {
- return InternalDestroyFsm(new TypeNamePair(typeof(T), name));
- }
- /// <summary>
- /// 销毁有限状态机。
- /// </summary>
- /// <param name="ownerType">有限状态机持有者类型。</param>
- /// <param name="name">要销毁的有限状态机名称。</param>
- /// <returns>是否销毁有限状态机成功。</returns>
- public bool DestroyFsm(Type ownerType, string name)
- {
- if (ownerType == null)
- {
- throw new GameFrameworkException("Owner type is invalid.");
- }
- return InternalDestroyFsm(new TypeNamePair(ownerType, name));
- }
- /// <summary>
- /// 销毁有限状态机。
- /// </summary>
- /// <typeparam name="T">有限状态机持有者类型。</typeparam>
- /// <param name="fsm">要销毁的有限状态机。</param>
- /// <returns>是否销毁有限状态机成功。</returns>
- public bool DestroyFsm<T>(IFsm<T> fsm) where T : class
- {
- if (fsm == null)
- {
- throw new GameFrameworkException("FSM is invalid.");
- }
- return InternalDestroyFsm(new TypeNamePair(typeof(T), fsm.Name));
- }
- /// <summary>
- /// 销毁有限状态机。
- /// </summary>
- /// <param name="fsm">要销毁的有限状态机。</param>
- /// <returns>是否销毁有限状态机成功。</returns>
- public bool DestroyFsm(FsmBase fsm)
- {
- if (fsm == null)
- {
- throw new GameFrameworkException("FSM is invalid.");
- }
- return InternalDestroyFsm(new TypeNamePair(fsm.OwnerType, fsm.Name));
- }
- private bool InternalHasFsm(TypeNamePair typeNamePair)
- {
- return m_Fsms.ContainsKey(typeNamePair);
- }
- private FsmBase InternalGetFsm(TypeNamePair typeNamePair)
- {
- FsmBase fsm = null;
- if (m_Fsms.TryGetValue(typeNamePair, out fsm))
- {
- return fsm;
- }
- return null;
- }
- private bool InternalDestroyFsm(TypeNamePair typeNamePair)
- {
- FsmBase fsm = null;
- if (m_Fsms.TryGetValue(typeNamePair, out fsm))
- {
- fsm.Shutdown();
- return m_Fsms.Remove(typeNamePair);
- }
- return false;
- }
- }
- }
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