60 lines
1.4 KiB
C#
60 lines
1.4 KiB
C#
![]() |
using System.Collections;
|
|||
|
using System.Collections.Generic;
|
|||
|
using UnityEngine;
|
|||
|
|
|||
|
[CreateAssetMenu(menuName = "CharacterStateMachine/State")]
|
|||
|
public class State : ScriptableObject
|
|||
|
{
|
|||
|
|
|||
|
public Action[] actions;
|
|||
|
public Transition[] transitions;
|
|||
|
|
|||
|
public void UpdateState(StateController controller)
|
|||
|
{
|
|||
|
DoActions(controller);
|
|||
|
CheckTransitions(controller);
|
|||
|
}
|
|||
|
|
|||
|
public void DoStartActions(StateController controller)
|
|||
|
{
|
|||
|
for (int i = 0; i < actions.Length; i++)
|
|||
|
{
|
|||
|
actions[i].StartAct(controller);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private void DoActions(StateController controller)
|
|||
|
{
|
|||
|
for (int i = 0; i < actions.Length; i++)
|
|||
|
{
|
|||
|
actions[i].Act(controller);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
public void DoEndActions(StateController controller)
|
|||
|
{
|
|||
|
for (int i = 0; i < actions.Length; i++)
|
|||
|
{
|
|||
|
actions[i].EndAct(controller);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
private void CheckTransitions(StateController controller)
|
|||
|
{
|
|||
|
for (int i = 0; i < transitions.Length; i++)
|
|||
|
{
|
|||
|
bool decisionSucceeded = transitions[i].decision.Decide(controller);
|
|||
|
|
|||
|
if (decisionSucceeded)
|
|||
|
{
|
|||
|
controller.TransitionToState(transitions[i].trueState);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
controller.TransitionToState(transitions[i].falseState);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
}
|