mirror of
https://github.com/GTA-ASM/SanAndreasUnity
synced 2024-11-27 06:20:17 +00:00
61 lines
1.5 KiB
C#
61 lines
1.5 KiB
C#
using UnityEngine;
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namespace SanAndreasUnity.Utilities
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{
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public class StateMachine {
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IState m_currentState;
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public IState CurrentState { get { return m_currentState; } }
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bool m_isSwitchingState = false;
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public float TimeWhenSwitchedState { get; private set; }
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public long FrameWhenSwitchedState { get; private set; }
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public void SwitchStateWithParameter(IState newState, object parameterForEnteringState) {
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if(m_isSwitchingState)
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throw new System.Exception("Already switching state");
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if (newState == m_currentState)
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return;
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m_isSwitchingState = true;
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IState oldState = m_currentState;
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m_currentState = newState;
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if (oldState != null)
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{
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// need to catch exception here, because otherwise it would freeze the state machine - it would
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// no longer be possible to switch states, because 'm_isSwitchingState' is true
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F.RunExceptionSafe(() =>
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{
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oldState.LastTimeWhenDeactivated = Time.time;
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oldState.OnBecameInactive();
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});
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}
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m_isSwitchingState = false;
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this.TimeWhenSwitchedState = Time.time;
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this.FrameWhenSwitchedState = Time.frameCount;
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if (m_currentState != null)
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{
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m_currentState.ParameterForEnteringState = parameterForEnteringState;
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m_currentState.LastTimeWhenActivated = Time.time;
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m_currentState.OnBecameActive();
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}
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}
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public void SwitchState(IState newState)
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{
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this.SwitchStateWithParameter(newState, null);
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}
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}
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}
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