| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404 | // Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2024 Kybernetik //using System;using System.Collections;using System.Collections.Generic;using UnityEngine;namespace Animancer.FSM{    /// <summary>Interface for accessing <see cref="StateMachine{TKey, TState}"/> without the <c>TState</c>.</summary>    /// <remarks>    /// <strong>Documentation:</strong>    /// <see href="https://kybernetik.com.au/animancer/docs/manual/fsm/keys">    /// Keyed State Machines</see>    /// </remarks>    /// https://kybernetik.com.au/animancer/api/Animancer.FSM/IKeyedStateMachine_1    ///     public interface IKeyedStateMachine<TKey>    {        /************************************************************************************************************************/        /// <summary>The key which identifies the <see cref="StateMachine{TState}.CurrentState"/>.</summary>        TKey CurrentKey { get; }        /// <summary>The <see cref="KeyChange{TKey}.PreviousKey"/>.</summary>        TKey PreviousKey { get; }        /// <summary>The <see cref="KeyChange{TKey}.NextKey"/>.</summary>        TKey NextKey { get; }        /// <summary>Attempts to enter the state registered with the specified `key` and returns it if successful.</summary>        /// <remarks>        /// This method returns true immediately if the specified `key` is already the <see cref="CurrentKey"/>. To        /// allow directly re-entering the same state, use <see cref="TryResetState(TKey)"/> instead.        /// </remarks>        object TrySetState(TKey key);        /// <summary>Attempts to enter the state registered with the specified `key` and returns it if successful.</summary>        /// <remarks>        /// This method does not check if the `key` is already the <see cref="CurrentKey"/>. To do so, use        /// <see cref="TrySetState(TKey)"/> instead.        /// </remarks>        object TryResetState(TKey key);        /// <summary>        /// Uses <see cref="StateMachine{TKey, TState}.ForceSetState(TKey, TState)"/> to change to the state registered        /// with the `key`. If nothing is registered, it changes to <c>default(TState)</c>.        /// </summary>        object ForceSetState(TKey key);        /************************************************************************************************************************/    }    /// <summary>A simple Finite State Machine system that registers each state with a particular key.</summary>    /// <remarks>    /// This class allows states to be registered with a particular key upfront and then accessed later using that key.    /// See <see cref="StateMachine{TState}"/> for a system that does not bother keeping track of any states other than    /// the active one.    /// <para></para>    /// See <see cref="InitializeAfterDeserialize"/> if using this class in a serialized field.    /// <para></para>    /// <strong>Documentation:</strong>    /// <see href="https://kybernetik.com.au/animancer/docs/manual/fsm/keys">    /// Keyed State Machines</see>    /// </remarks>    /// https://kybernetik.com.au/animancer/api/Animancer.FSM/StateMachine_2    ///     [HelpURL(StateExtensions.APIDocumentationURL + nameof(StateMachine<TState>) + "_2")]    [Serializable]    public partial class StateMachine<TKey, TState> : StateMachine<TState>, IKeyedStateMachine<TKey>, IDictionary<TKey, TState>        where TState : class, IState    {        /************************************************************************************************************************/        /// <summary>The collection of states mapped to a particular key.</summary>        public IDictionary<TKey, TState> Dictionary { get; set; }        /************************************************************************************************************************/        [SerializeField]        private TKey _CurrentKey;        /// <summary>The key which identifies the <see cref="StateMachine{TState}.CurrentState"/>.</summary>        public TKey CurrentKey => _CurrentKey;        /************************************************************************************************************************/        /// <summary>The <see cref="KeyChange{TKey}.PreviousKey"/>.</summary>        public TKey PreviousKey => KeyChange<TKey>.PreviousKey;        /// <summary>The <see cref="KeyChange{TKey}.NextKey"/>.</summary>        public TKey NextKey => KeyChange<TKey>.NextKey;        /************************************************************************************************************************/        /// <summary>        /// Creates a new <see cref="StateMachine{TKey, TState}"/> with a new <see cref="Dictionary"/>, leaving the        /// <see cref="CurrentState"/> null.        /// </summary>        public StateMachine()        {            Dictionary = new Dictionary<TKey, TState>();        }        /// <summary>        /// Creates a new <see cref="StateMachine{TKey, TState}"/> which uses the specified `dictionary`, leaving the        /// <see cref="CurrentState"/> null.        /// </summary>        public StateMachine(IDictionary<TKey, TState> dictionary)        {            Dictionary = dictionary;        }        /// <summary>        /// Constructs a new <see cref="StateMachine{TKey, TState}"/> with a new <see cref="Dictionary"/> and        /// immediately uses the `defaultKey` to enter the `defaultState`.        /// </summary>        /// <remarks>This calls <see cref="IState.OnEnterState"/> but not <see cref="IState.CanEnterState"/>.</remarks>        public StateMachine(TKey defaultKey, TState defaultState)        {            Dictionary = new Dictionary<TKey, TState>            {                { defaultKey, defaultState }            };            ForceSetState(defaultKey, defaultState);        }        /// <summary>        /// Constructs a new <see cref="StateMachine{TKey, TState}"/> which uses the specified `dictionary` and        /// immediately uses the `defaultKey` to enter the `defaultState`.        /// </summary>        /// <remarks>This calls <see cref="IState.OnEnterState"/> but not <see cref="IState.CanEnterState"/>.</remarks>        public StateMachine(IDictionary<TKey, TState> dictionary, TKey defaultKey, TState defaultState)        {            Dictionary = dictionary;            dictionary.Add(defaultKey, defaultState);            ForceSetState(defaultKey, defaultState);        }        /************************************************************************************************************************/        /// <inheritdoc/>        public override void InitializeAfterDeserialize()        {            if (CurrentState != null)            {                using (new KeyChange<TKey>(this, default, _CurrentKey))                using (new StateChange<TState>(this, null, CurrentState))                    CurrentState.OnEnterState();            }            else if (Dictionary.TryGetValue(_CurrentKey, out var state))            {                ForceSetState(_CurrentKey, state);            }            // Don't call the base method.        }        /************************************************************************************************************************/        /// <summary>Attempts to enter the specified `state` and returns true if successful.</summary>        /// <remarks>        /// 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="TryResetState(TKey, TState)"/> instead.        /// </remarks>        public bool TrySetState(TKey key, TState state)        {            if (CurrentState == state)                return true;            else                return TryResetState(key, state);        }        /// <summary>Attempts to enter the state registered with the specified `key` and returns it if successful.</summary>        /// <remarks>        /// This method returns true immediately if the specified `key` is already the <see cref="CurrentKey"/>. To        /// allow directly re-entering the same state, use <see cref="TryResetState(TKey)"/> instead.        /// </remarks>        public TState TrySetState(TKey key)        {            if (EqualityComparer<TKey>.Default.Equals(_CurrentKey, key))                return CurrentState;            else                return TryResetState(key);        }        /// <inheritdoc/>        object IKeyedStateMachine<TKey>.TrySetState(TKey key) => TrySetState(key);        /************************************************************************************************************************/        /// <summary>Attempts to enter the specified `state` and returns true if successful.</summary>        /// <remarks>        /// This method does not check if the `state` is already the <see cref="StateMachine{TState}.CurrentState"/>.        /// To do so, use <see cref="TrySetState(TKey, TState)"/> instead.        /// </remarks>        public bool TryResetState(TKey key, TState state)        {            using (new KeyChange<TKey>(this, _CurrentKey, key))            {                if (!CanSetState(state))                    return false;                _CurrentKey = key;                ForceSetState(state);                return true;            }        }        /// <summary>Attempts to enter the state registered with the specified `key` and returns it if successful.</summary>        /// <remarks>        /// This method does not check if the `key` is already the <see cref="CurrentKey"/>. To do so, use        /// <see cref="TrySetState(TKey)"/> instead.        /// </remarks>        public TState TryResetState(TKey key)        {            if (Dictionary.TryGetValue(key, out var state) &&                TryResetState(key, state))                return state;            else                return null;        }        /// <inheritdoc/>        object IKeyedStateMachine<TKey>.TryResetState(TKey key) => TryResetState(key);        /************************************************************************************************************************/        /// <summary>        /// Calls <see cref="IState.OnExitState"/> on the <see cref="StateMachine{TState}.CurrentState"/> then changes        /// to the specified `key` and `state` and calls <see cref="IState.OnEnterState"/> on it.        /// </summary>        /// <remarks>        /// This method does not check <see cref="IState.CanExitState"/> or <see cref="IState.CanEnterState"/>. To do        /// that, you should use <see cref="TrySetState(TKey, TState)"/> instead.        /// </remarks>        public void ForceSetState(TKey key, TState state)        {            using (new KeyChange<TKey>(this, _CurrentKey, key))            {                _CurrentKey = key;                ForceSetState(state);            }        }        /// <summary>        /// Uses <see cref="ForceSetState(TKey, TState)"/> to change to the state registered with the `key`. If nothing        /// is registered, it use <c>null</c> and will throw an exception unless        /// <see cref="StateMachine{TState}.AllowNullStates"/> is enabled.        /// </summary>        public TState ForceSetState(TKey key)        {            Dictionary.TryGetValue(key, out var state);            ForceSetState(key, state);            return state;        }        /// <inheritdoc/>        object IKeyedStateMachine<TKey>.ForceSetState(TKey key) => ForceSetState(key);        /************************************************************************************************************************/        #region Dictionary Wrappers        /************************************************************************************************************************/        /// <summary>The state registered with the `key` in the <see cref="Dictionary"/>.</summary>        public TState this[TKey key] { get => Dictionary[key]; set => Dictionary[key] = value; }        /// <summary>Gets the state registered with the specified `key` in the <see cref="Dictionary"/>.</summary>        public bool TryGetValue(TKey key, out TState state) => Dictionary.TryGetValue(key, out state);        /************************************************************************************************************************/        /// <summary>Gets an <see cref="ICollection{T}"/> containing the keys of the <see cref="Dictionary"/>.</summary>        public ICollection<TKey> Keys => Dictionary.Keys;        /// <summary>Gets an <see cref="ICollection{T}"/> containing the state of the <see cref="Dictionary"/>.</summary>        public ICollection<TState> Values => Dictionary.Values;        /************************************************************************************************************************/        /// <summary>Gets the number of states contained in the <see cref="Dictionary"/>.</summary>        public int Count => Dictionary.Count;        /************************************************************************************************************************/        /// <summary>Adds a state to the <see cref="Dictionary"/>.</summary>        public void Add(TKey key, TState state) => Dictionary.Add(key, state);        /// <summary>Adds a state to the <see cref="Dictionary"/>.</summary>        public void Add(KeyValuePair<TKey, TState> item) => Dictionary.Add(item);        /************************************************************************************************************************/        /// <summary>Removes a state from the <see cref="Dictionary"/>.</summary>        public bool Remove(TKey key) => Dictionary.Remove(key);        /// <summary>Removes a state from the <see cref="Dictionary"/>.</summary>        public bool Remove(KeyValuePair<TKey, TState> item) => Dictionary.Remove(item);        /************************************************************************************************************************/        /// <summary>Removes all state from the <see cref="Dictionary"/>.</summary>        public void Clear() => Dictionary.Clear();        /************************************************************************************************************************/        /// <summary>Determines whether the <see cref="Dictionary"/> contains a specific value.</summary>        public bool Contains(KeyValuePair<TKey, TState> item) => Dictionary.Contains(item);        /// <summary>Determines whether the <see cref="Dictionary"/> contains a state with the specified `key`.</summary>        public bool ContainsKey(TKey key) => Dictionary.ContainsKey(key);        /************************************************************************************************************************/        /// <summary>Returns an enumerator that iterates through the <see cref="Dictionary"/>.</summary>        public IEnumerator<KeyValuePair<TKey, TState>> GetEnumerator() => Dictionary.GetEnumerator();        /// <summary>Returns an enumerator that iterates through the <see cref="Dictionary"/>.</summary>        IEnumerator IEnumerable.GetEnumerator() => GetEnumerator();        /************************************************************************************************************************/        /// <summary>Copies the contents of the <see cref="Dictionary"/> to the `array` starting at the `arrayIndex`.</summary>        public void CopyTo(KeyValuePair<TKey, TState>[] array, int arrayIndex) => Dictionary.CopyTo(array, arrayIndex);        /************************************************************************************************************************/        /// <summary>Indicates whether the <see cref="Dictionary"/> is read-only.</summary>        bool ICollection<KeyValuePair<TKey, TState>>.IsReadOnly => Dictionary.IsReadOnly;        /************************************************************************************************************************/        #endregion        /************************************************************************************************************************/        /// <summary>Returns the state registered with the specified `key`, or null if none is present.</summary>        public TState GetState(TKey key)        {            TryGetValue(key, out var state);            return state;        }        /************************************************************************************************************************/        /// <summary>Adds the specified `keys` and `states`. Both arrays must be the same size.</summary>        public void AddRange(TKey[] keys, TState[] states)        {            Debug.Assert(keys.Length == states.Length,                $"The '{nameof(keys)}' and '{nameof(states)}' arrays must be the same size.");            for (int i = 0; i < keys.Length; i++)            {                Dictionary.Add(keys[i], states[i]);            }        }        /************************************************************************************************************************/        /// <summary>        /// Sets the <see cref="CurrentKey"/> without changing the <see cref="StateMachine{TState}.CurrentState"/>.        /// </summary>        public void SetFakeKey(TKey key) => _CurrentKey = key;        /************************************************************************************************************************/        /// <summary>        /// Returns a string describing the type of this state machine and its <see cref="CurrentKey"/> and        /// <see cref="StateMachine{TState}.CurrentState"/>.        /// </summary>        public override string ToString()            => $"{GetType().FullName} -> {_CurrentKey} -> {(CurrentState != null ? CurrentState.ToString() : "null")}";        /************************************************************************************************************************/#if UNITY_EDITOR && UNITY_IMGUI        /************************************************************************************************************************/        /// <inheritdoc/>        public override int GUILineCount => 2;        /************************************************************************************************************************/        /// <inheritdoc/>        public override void DoGUI(ref Rect area)        {            area.height = UnityEditor.EditorGUIUtility.singleLineHeight;            UnityEditor.EditorGUI.BeginChangeCheck();            var key = StateMachineUtilities.DoGenericField(area, "Current Key", _CurrentKey);            if (UnityEditor.EditorGUI.EndChangeCheck())                SetFakeKey(key);            StateMachineUtilities.NextVerticalArea(ref area);            base.DoGUI(ref area);        }        /************************************************************************************************************************/#endif        /************************************************************************************************************************/    }}
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