| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427 | // Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //using System;using UnityEngine;namespace Animancer.FSM{    /// <summary>A state that can be used in a <see cref="StateMachine{TState}"/>.</summary>    /// <remarks>    /// The <see cref="StateExtensions"/> class contains various extension methods for this interface.    /// <para></para>    /// <strong>Documentation:</strong>    /// <see href="https://kybernetik.com.au/animancer/docs/manual/fsm">    /// Finite State Machines</see>    /// </remarks>    /// https://kybernetik.com.au/animancer/api/Animancer.FSM/IState    ///     public interface IState    {        /// <summary>Can this state be entered?</summary>        /// <remarks>        /// Checked by <see cref="StateMachine{TState}.CanSetState"/>, <see cref="StateMachine{TState}.TrySetState"/>        /// and <see cref="StateMachine{TState}.TryResetState"/>.        /// <para></para>        /// Not checked by <see cref="StateMachine{TState}.ForceSetState"/>.        /// </remarks>        bool CanEnterState { get; }        /// <summary>Can this state be exited?</summary>        /// <remarks>        /// Checked by <see cref="StateMachine{TState}.CanSetState"/>, <see cref="StateMachine{TState}.TrySetState"/>        /// and <see cref="StateMachine{TState}.TryResetState"/>.        /// <para></para>        /// Not checked by <see cref="StateMachine{TState}.ForceSetState"/>.        /// </remarks>        bool CanExitState { get; }        /// <summary>Called when this state is entered.</summary>        /// <remarks>        /// Called by <see cref="StateMachine{TState}.TrySetState"/>, <see cref="StateMachine{TState}.TryResetState"/>        /// and <see cref="StateMachine{TState}.ForceSetState"/>.        /// </remarks>        void OnEnterState();        /// <summary>Called when this state is exited.</summary>        /// <remarks>        /// Called by <see cref="StateMachine{TState}.TrySetState"/>, <see cref="StateMachine{TState}.TryResetState"/>        /// and <see cref="StateMachine{TState}.ForceSetState"/>.        /// </remarks>        void OnExitState();    }    /************************************************************************************************************************/    /// <summary>An <see cref="IState"/> that knows which <see cref="StateMachine{TState}"/> it is used in.</summary>    /// <remarks>    /// The <see cref="StateExtensions"/> class contains various extension methods for this interface.    /// <para></para>    /// <strong>Documentation:</strong>    /// <see href="https://kybernetik.com.au/animancer/docs/manual/fsm/state-types#owned-states">    /// Owned States</see>    /// </remarks>    /// https://kybernetik.com.au/animancer/api/Animancer.FSM/IOwnedState_1    public interface IOwnedState<TState> : IState        where TState : class, IState    {        /// <summary>The <see cref="StateMachine{TState}"/> that this state is used in.</summary>        StateMachine<TState> OwnerStateMachine { get; }    }    /************************************************************************************************************************/    /// <summary>An empty <see cref="IState"/> that implements all the required methods as <c>virtual</c>.</summary>    /// <remarks>    /// <strong>Documentation:</strong>    /// <see href="https://kybernetik.com.au/animancer/docs/manual/fsm/state-types">    /// State Types</see>    /// </remarks>    /// https://kybernetik.com.au/animancer/api/Animancer.FSM/State    ///     public abstract class State : IState    {        /************************************************************************************************************************/        /// <summary><see cref="IState.CanEnterState"/></summary>        /// <remarks>Returns true unless overridden.</remarks>        public virtual bool CanEnterState => true;        /// <summary><see cref="IState.CanExitState"/></summary>        /// <remarks>Returns true unless overridden.</remarks>        public virtual bool CanExitState => true;        /// <summary><see cref="IState.OnEnterState"/></summary>        public virtual void OnEnterState() { }        /// <summary><see cref="IState.OnExitState"/></summary>        public virtual void OnExitState() { }        /************************************************************************************************************************/    }    /************************************************************************************************************************/    /// <summary>Various extension methods for <see cref="IState"/> and <see cref="IOwnedState{TState}"/>.</summary>    ///     /// <remarks>    /// <strong>Documentation:</strong>    /// <see href="https://kybernetik.com.au/animancer/docs/manual/fsm">    /// Finite State Machines</see>    /// </remarks>    ///     /// <example><code>    /// public class Character : MonoBehaviour    /// {    ///     public StateMachine<CharacterState> StateMachine { get; private set; }    /// }    ///     /// public class CharacterState : StateBehaviour, IOwnedState<CharacterState>    /// {    ///     [SerializeField]    ///     private Character _Character;    ///     public Character Character => _Character;    ///         ///     public StateMachine<CharacterState> OwnerStateMachine => _Character.StateMachine;    /// }    ///     /// public class CharacterBrain : MonoBehaviour    /// {    ///     [SerializeField] private Character _Character;    ///     [SerializeField] private CharacterState _Jump;    ///         ///     private void Update()    ///     {    ///         if (Input.GetKeyDown(KeyCode.Space))    ///         {    ///             // Normally you would need to refer to both the state machine and the state:    ///             _Character.StateMachine.TrySetState(_Jump);    ///                 ///             // But since CharacterState implements IOwnedState you can use these extension methods:    ///             _Jump.TryEnterState();    ///         }    ///     }    /// }    /// </code>    /// <h2>Inherited Types</h2>    /// Unfortunately, if the field type is not the same as the <c>T</c> in the <c>IOwnedState<T></c>    /// implementation then attempting to use these extension methods without specifying the generic argument will    /// give the following error:    /// <para></para>    /// <em>The type 'StateType' cannot be used as type parameter 'TState' in the generic type or method    /// 'StateExtensions.TryEnterState<TState>(TState)'. There is no implicit reference conversion from    /// 'StateType' to 'Animancer.FSM.IOwnedState<StateType>'.</em>    /// <para></para>    /// For example, you might want to access members of a derived state class like this <c>SetTarget</c> method:    /// <para></para><code>    /// public class AttackState : CharacterState    /// {    ///     public void SetTarget(Transform target) { }    /// }    ///     /// public class CharacterBrain : MonoBehaviour    /// {    ///     [SerializeField] private AttackState _Attack;    ///         ///     private void Update()    ///     {    ///         if (Input.GetMouseButtonDown(0))    ///         {    ///             _Attack.SetTarget(...)    ///             // Can't do _Attack.TryEnterState();    ///             _Attack.TryEnterState<CharacterState>();    ///         }    ///     }    /// }    /// </code>    /// Unlike the <c>_Jump</c> example, the <c>_Attack</c> field is an <c>AttackState</c> rather than the base    /// <c>CharacterState</c> so we can call <c>_Attack.SetTarget(...)</c> but that causes problems with these extension    /// methods.    /// <para></para>    /// Calling the method without specifying its generic argument automatically uses the variable's type as the    /// argument so both of the following calls do the same thing:    /// <para></para><code>    /// _Attack.TryEnterState();    /// _Attack.TryEnterState<AttackState>();    /// </code>    /// The problem is that <c>AttackState</c> inherits the implementation of <c>IOwnedState</c> from the base    /// <c>CharacterState</c> class. But since that implementation is <c>IOwnedState<CharacterState></c>, rather    /// than <c>IOwnedState<AttackState></c> that means <c>TryEnterState<AttackState></c> does not satisfy    /// that method's generic constraints: <c>where TState : class, IOwnedState<TState></c>    /// <para></para>    /// That is why you simply need to specify the base class which implements <c>IOwnedState</c> as the generic    /// argument to prevent it from inferring the wrong type:    /// <para></para><code>    /// _Attack.TryEnterState<CharacterState>();    /// </code></example>    /// https://kybernetik.com.au/animancer/api/Animancer.FSM/StateExtensions    [HelpURL(APIDocumentationURL + nameof(StateExtensions))]    public static class StateExtensions    {        /************************************************************************************************************************/        /// <summary>The URL of the API documentation for the <see cref="FSM"/> system.</summary>        public const string APIDocumentationURL = "https://kybernetik.com.au/animancer/api/Animancer.FSM/";        /************************************************************************************************************************/        /// <summary>[Animancer Extension] Returns the <see cref="StateChange{TState}.PreviousState"/>.</summary>        public static TState GetPreviousState<TState>(this TState state)            where TState : class, IState            => StateChange<TState>.PreviousState;        /// <summary>[Animancer Extension] Returns the <see cref="StateChange{TState}.NextState"/>.</summary>        public static TState GetNextState<TState>(this TState state)            where TState : class, IState            => StateChange<TState>.NextState;        /************************************************************************************************************************/        /// <summary>[Animancer Extension]        /// Checks if the specified `state` is the <see cref="StateMachine{TState}.CurrentState"/> in its        /// <see cref="IOwnedState{TState}.OwnerStateMachine"/>.        /// </summary>        public static bool IsCurrentState<TState>(this TState state)            where TState : class, IOwnedState<TState>            => state.OwnerStateMachine.CurrentState == state;        /************************************************************************************************************************/        /// <summary>[Animancer Extension]        /// Attempts to enter the specified `state` and returns true if successful.        /// <para></para>        /// This method returns true immediately if the specified `state` is already the        /// <see cref="StateMachine{TState}.CurrentState"/>. To allow directly re-entering the same state, use        /// <see cref="TryReEnterState"/> instead.        /// </summary>        public static bool TryEnterState<TState>(this TState state)            where TState : class, IOwnedState<TState>            => state.OwnerStateMachine.TrySetState(state);        /************************************************************************************************************************/        /// <summary>[Animancer Extension]        /// Attempts to enter the specified `state` and returns true if successful.        /// <para></para>        /// This method does not check if the `state` is already the <see cref="StateMachine{TState}.CurrentState"/>.        /// To do so, use <see cref="TryEnterState"/> instead.        /// </summary>        public static bool TryReEnterState<TState>(this TState state)            where TState : class, IOwnedState<TState>            => state.OwnerStateMachine.TryResetState(state);        /************************************************************************************************************************/        /// <summary>[Animancer Extension]        /// Calls <see cref="IState.OnExitState"/> on the <see cref="StateMachine{TState}.CurrentState"/> then        /// changes to the specified `state` and calls <see cref="IState.OnEnterState"/> on it.        /// <para></para>        /// This method does not check <see cref="IState.CanExitState"/> or        /// <see cref="IState.CanEnterState"/>. To do that, you should use <see cref="TrySetState"/> instead.        /// </summary>        public static void ForceEnterState<TState>(this TState state)            where TState : class, IOwnedState<TState>            => state.OwnerStateMachine.ForceSetState(state);        /************************************************************************************************************************/#pragma warning disable IDE0079 // Remove unnecessary suppression.#pragma warning disable CS1587 // XML comment is not placed on a valid language element.#pragma warning restore IDE0079 // Remove unnecessary suppression.        // Copy this #region into a class which implements IOwnedState to give it the state extension methods as regular members.        // This will avoid any issues with the compiler inferring the wrong generic argument in the extension methods.        ///************************************************************************************************************************/        //#region State Extensions        ///************************************************************************************************************************/        ///// <summary>        ///// Checks if this state is the <see cref="StateMachine{TState}.CurrentState"/> in its        ///// <see cref="IOwnedState{TState}.OwnerStateMachine"/>.        ///// </summary>        //public bool IsCurrentState() => OwnerStateMachine.CurrentState == this;        ///************************************************************************************************************************/        ///// <summary>        ///// Calls <see cref="StateMachine{TState}.TrySetState(TState)"/> on the        ///// <see cref="IOwnedState{TState}.OwnerStateMachine"/>.        ///// </summary>        //public bool TryEnterState() => OwnerStateMachine.TrySetState(this);        ///************************************************************************************************************************/        ///// <summary>        ///// Calls <see cref="StateMachine{TState}.TryResetState(TState)"/> on the        ///// <see cref="IOwnedState{TState}.OwnerStateMachine"/>.        ///// </summary>        //public bool TryReEnterState() => OwnerStateMachine.TryResetState(this);        ///************************************************************************************************************************/        ///// <summary>        ///// Calls <see cref="StateMachine{TState}.ForceSetState(TState)"/> on the        ///// <see cref="IOwnedState{TState}.OwnerStateMachine"/>.        ///// </summary>        //public void ForceEnterState() => OwnerStateMachine.ForceSetState(this);        ///************************************************************************************************************************/        //#endregion        ///************************************************************************************************************************/#if UNITY_ASSERTIONS        /// <summary>[Internal] Returns an error message explaining that the wrong type of change is being accessed.</summary>        internal static string GetChangeError(Type stateType, Type machineType, string changeType = "State")        {            Type previousType = null;            Type baseStateType = null;            System.Collections.Generic.HashSet<Type> activeChangeTypes = null;            var stackTrace = new System.Diagnostics.StackTrace(1, false).GetFrames();            for (int i = 0; i < stackTrace.Length; i++)            {                var type = stackTrace[i].GetMethod().DeclaringType;                if (type != previousType &&                    type.IsGenericType &&                    type.GetGenericTypeDefinition() == machineType)                {                    var argument = type.GetGenericArguments()[0];                    if (argument.IsAssignableFrom(stateType))                    {                        baseStateType = argument;                        break;                    }                    else                    {                        activeChangeTypes ??= new();                        if (!activeChangeTypes.Contains(argument))                            activeChangeTypes.Add(argument);                    }                }                previousType = type;            }            var text = new System.Text.StringBuilder()                .Append("Attempted to access ")                .Append(changeType)                .Append("Change<")                .Append(stateType.FullName)                .Append($"> but no {nameof(StateMachine<IState>)} of that type is currently changing its ")                .Append(changeType)                .AppendLine(".");            if (baseStateType != null)            {                text.Append(" - ")                    .Append(changeType)                    .Append(" changes must be accessed using the base ")                    .Append(changeType)                    .Append(" type, which is ")                    .Append(changeType)                    .Append("Change<")                    .Append(baseStateType.FullName)                    .AppendLine("> in this case.");                var caller = stackTrace[1].GetMethod();                if (caller.DeclaringType == typeof(StateExtensions))                {                    var propertyName = stackTrace[0].GetMethod().Name;                    propertyName = propertyName[4..];// Remove the "get_".                    text.Append(" - This may be caused by the compiler incorrectly inferring the generic argument of the Get")                        .Append(propertyName)                        .Append(" method, in which case it must be manually specified like this: state.Get")                        .Append(propertyName)                        .Append('<')                        .Append(baseStateType.FullName)                        .AppendLine(">()");                }            }            else            {                if (activeChangeTypes == null)                {                    text.Append(" - No other ")                        .Append(changeType)                        .AppendLine(" changes are currently occurring either.");                }                else                {                    if (activeChangeTypes.Count == 1)                    {                        text.Append(" - There is 1 ")                            .Append(changeType)                            .AppendLine(" change currently occurring:");                    }                    else                    {                        text.Append(" - There are ")                            .Append(activeChangeTypes.Count)                            .Append(' ')                            .Append(changeType)                            .AppendLine(" changes currently occurring:");                    }                    foreach (var type in activeChangeTypes)                    {                        text.Append("     - ")                            .AppendLine(type.FullName);                    }                }            }            text.Append(" - ")                .Append(changeType)                .Append("Change<")                .Append(stateType.FullName)                .AppendLine($">.{nameof(StateChange<IState>.IsActive)} can be used to check if a change of that type is currently occurring.")                .AppendLine(" - See the documentation for more information: " +                    "https://kybernetik.com.au/animancer/docs/manual/fsm/changing-states");            return text.ToString();        }#endif        /************************************************************************************************************************/    }}
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