SanAndreasUnity/Assets/Scripts/Utilities/StateMachine.cs

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2020-05-31 17:07:22 +00:00
using UnityEngine;
namespace SanAndreasUnity.Utilities
{
public class StateMachine {
IState m_currentState;
public IState CurrentState { get { return m_currentState; } }
bool m_isSwitchingState = false;
public float TimeWhenSwitchedState { get; private set; }
public long FrameWhenSwitchedState { get; private set; }
public void SwitchState(IState newState) {
if(m_isSwitchingState)
throw new System.Exception("Already switching state");
if (newState == m_currentState)
return;
m_isSwitchingState = true;
IState oldState = m_currentState;
m_currentState = newState;
if(oldState != null)
oldState.OnBecameInactive();
m_isSwitchingState = false;
this.TimeWhenSwitchedState = Time.time;
this.FrameWhenSwitchedState = Time.frameCount;
if(m_currentState != null)
m_currentState.OnBecameActive();
}
}
}