60 lines
No EOL
1.4 KiB
C#
60 lines
No EOL
1.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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[CreateAssetMenu(menuName = "CharacterStateMachine/State")]
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public class State : ScriptableObject
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{
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public Action[] actions;
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public Transition[] transitions;
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public void UpdateState(StateController controller)
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{
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DoActions(controller);
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CheckTransitions(controller);
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}
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public void DoStartActions(StateController controller)
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{
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for (int i = 0; i < actions.Length; i++)
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{
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actions[i].StartAct(controller);
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}
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}
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private void DoActions(StateController controller)
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{
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for (int i = 0; i < actions.Length; i++)
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{
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actions[i].Act(controller);
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}
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}
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public void DoEndActions(StateController controller)
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{
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for (int i = 0; i < actions.Length; i++)
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{
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actions[i].EndAct(controller);
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}
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}
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private void CheckTransitions(StateController controller)
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{
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for (int i = 0; i < transitions.Length; i++)
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{
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bool decisionSucceeded = transitions[i].decision.Decide(controller);
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if (decisionSucceeded)
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{
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controller.TransitionToState(transitions[i].trueState);
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}
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else
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{
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controller.TransitionToState(transitions[i].falseState);
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}
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}
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}
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} |