Unity状态机的使用(含多线程处理)

发表于2018-09-29
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众所周知,Unity在开发游戏的时候经常用到状态机,而通常情况下,我们会使用简单的枚举类型设置状态,然后通过调整枚举,来切换状态,在简单情况下是可以的,就像是Unity中Animator切换动画状态就是,直接通过动画片段的名称切换。而当状态很多的时候,直接切换就显得有些很不安全,而且友好性也不是很好,所以根据Unity中Animator这种通过条件切换状态的架构,这才有下面给大家介绍的简单状态机的使用,分享给大家。

外部委托定义
/// <summary>
    /// 状态内部事件委托
    /// </summary>
    public delegate void StateFunctionEventHandler();
    /// <summary>
    /// 状态条件判断委托
    /// </summary>
    public delegate bool StateTranslateEventHandler();

状态类
/// <summary>
    /// 状态类
    /// </summary>
    public class State {
        /// <summary>
        /// 状态内部事件
        /// </summary>
        public event StateFunctionEventHandler stateFunc;
        /// <summary>
        /// 状态转换事件<目标状态,切换条件>
        /// </summary>
        public Dictionary<State,StateTranslateEventHandler> stateTrs;
        /// <summary>
        /// 状态名称
        /// </summary>
        /// <value>The name of the state.</value>
        public string stateName{get;private set;}
        /// <summary>
        /// 状态运行中
        /// </summary>
        public bool isRun = false;
        /// <summary>
        /// 状态内部事件执行间隔时间(毫秒)
        /// </summary>
        /// <value>The state function delta time.</value>
        public int stateFunctionDeltaTime{private get; set;}
        /// <summary>
        /// 状态构造
        /// </summary>
        /// <param name="name">Name.</param>
        public State(string name)
        {
            stateName = name;
            stateTrs = new Dictionary<State, StateTranslateEventHandler> ();
            stateFunctionDeltaTime = 200;
            Thread th = new Thread (Update);
            th.Start ();
        }
        /// <summary>
        /// 状态内部事件执行
        /// </summary>
        public void Update()
        {
            while(true)
            {
                if(!isRun)
                {
                    continue;
                }
                Thread.Sleep (stateFunctionDeltaTime);
                if(stateFunc != null)
                {
                    stateFunc();
                }
            }
        }
        /// <summary>
        /// 注册切换事件.
        /// </summary>
        /// <param name="target">目标状态.</param>
        /// <param name="conditional">条件事件.</param>
        public void RegisterTranslate(State target, StateTranslateEventHandler conditional)
        {
            try
            {
                stateTrs.Add (target, conditional);
            }
            catch(Exception ex)
            {
                Debug.LogError(ex.ToString());
            }
        }
    }

状态管理类
/// <summary>
    /// 状态管理
    /// </summary>
    public class StateController : State {
        /// <summary>
        /// 状态管理构造
        /// </summary>
        /// <param name="name">Name.</param>
        public StateController(string name) : base(name)
        {
            states = new Dictionary<string, State> ();
            stateparams = new Dictionary<string, object> ();
            stateFunc += CheckTranslate;
            isRun = true;
            Thread mainTh = new Thread (Update);
            mainTh.Start ();
        }
        /// <summary>
        /// 状态字典
        /// </summary>
        Dictionary<string,State> states;
        /// <summary>
        /// 状态切换参数字典
        /// </summary>
        Dictionary<string,object> stateparams;
        /// <summary>
        /// 当前状态
        /// </summary>
        public State currentState;
        /// <summary>
        /// 添加状态
        /// </summary>
        /// <returns>The state.</returns>
        /// <param name="statename">状态名称.</param>
        public State AddState(string statename)
        {
            State temp = new State (statename);
            states.Add (statename, temp);
            SetDefault (temp);
            return temp;
        }
        /// <summary>
        /// 添加状态
        /// </summary>
        /// <param name="s">状态.</param>
        public void AddState(State s)
        {
            states.Add (s.stateName, s);
            SetDefault (s);
        }
        /// <summary>
        /// 移除状态
        /// </summary>
        /// <param name="statename">状态名称.</param>
        public void RemoveState(string statename)
        {
            states.Remove (statename);
        }
        /// <summary>
        /// 设置默认状态
        /// </summary>
        /// <param name="s">S.</param>
        private void SetDefault (State s)
        {
            if(states.Count == 1)
            {
                currentState = s;
                s.isRun = true;
            }
        }
        /// <summary>
        /// 切换状态
        /// </summary>
        /// <param name="name">状态名称.</param>
        public void TranslateState(string name)
        {
            if(states[name] != null)
            {
                currentState.isRun = false;
                currentState = states [name];
                states [name].isRun = true;
            }
        }
        /// <summary>
        /// 获取状态
        /// </summary>
        /// <returns>The state.</returns>
        /// <param name="statename">Statename.</param>
        public State GetState(string statename)
        {
            return states [statename];
        }
        /// <summary>
        /// 注册参数
        /// </summary>
        /// <param name="paramName">参数名称.</param>
        /// <param name="value">参数值.</param>
        public void RegisterParams(string paramName, int value)
        {
            stateparams.Add (paramName, value);
        }
        /// <summary>
        /// 注册参数
        /// </summary>
        /// <param name="paramName">参数名称.</param>
        /// <param name="value">参数值.</param>
        public void RegisterParams(string paramName, float value)
        {
            stateparams.Add (paramName, value);
        }
        /// <summary>
        /// 注册参数
        /// </summary>
        /// <param name="paramName">参数名称.</param>
        /// <param name="value">参数值.</param>
        public void RegisterParams(string paramName, string value)
        {
            stateparams.Add (paramName, value);
        }
        /// <summary>
        /// 获取int类型参数
        /// </summary>
        /// <returns>The int parameters.</returns>
        /// <param name="paraName">Para name.</param>
        public int GetIntParams(string paraName)
        {
            return (int)stateparams [paraName];
        }
        /// <summary>
        /// 获取float类型参数
        /// </summary>
        /// <returns>The float parameters.</returns>
        /// <param name="paraName">Para name.</param>
        public float GetFloatParams(string paraName)
        {
            return (float)stateparams [paraName];
        }
        /// <summary>
        /// 获取string类型参数
        /// </summary>
        /// <returns>The string parameters.</returns>
        /// <param name="paraName">Para name.</param>
        public string GetStringParams(string paraName)
        {
            return (string)stateparams [paraName];
        }
        /// <summary>
        /// 设置int参数
        /// </summary>
        /// <param name="paraName">Para name.</param>
        /// <param name="value">Value.</param>
        public void SetIntParams(string paraName, int value)
        {
            stateparams[paraName] =value;
        }
        /// <summary>
        /// 设置float参数
        /// </summary>
        /// <param name="paraName">Para name.</param>
        /// <param name="value">Value.</param>
        public void SetFloatParams(string paraName, float value)
        {
            stateparams[paraName] =value;
        }
        /// <summary>
        /// 设置string参数
        /// </summary>
        /// <param name="paraName">Para name.</param>
        /// <param name="value">Value.</param>
        public void SetStringParams(string paraName, string value)
        {
            stateparams[paraName] =value;
        }
        /// <summary>
        /// 检查状态切换
        /// </summary>
        private void CheckTranslate()
        {
            foreach (var item in currentState.stateTrs) 
            {
                if(item.Value())
                {
                    TranslateState(item.Key.stateName);
                }
            }
        }
    }

实例应用
public class GameController : MonoBehaviour {
    //单例
    static StateController stateController;
    //外部测试
    public bool test = false;
    void Awake()
    {
        //1、实例化单例
        stateController = new StateController ("MainSc");
    }
    void Start()
    {
        //2、注册状态Idle
        State idle = stateController.AddState ("Idle");
        //2、注册状态Run
        State run = stateController.AddState ("Run");
        //3、注册参数Speed,默认值0
        stateController.RegisterParams ("Speed", 0f);
        //4、idle内部事件
        idle.stateFunc += () => {
            Debug.Log(idle.stateName);
        };
        //4、run内部事件
        run.stateFunc += () => {
            Debug.Log(run.stateName);
        };
        //5、切换事件Idle --> Run
        idle.RegisterTranslate (run, () => {
            if(stateController.GetFloatParams("Speed") > 0.5f)
            {
                return true;
            }
            return false;
        });
        //5、切换事件Run --> Idle
        run.RegisterTranslate (idle, () => {
            if(stateController.GetFloatParams("Speed") <= 0.5f)
            {
                return true;
            }
            return false;
        });
    }
    void Update()
    {
        if (test)
        {
            //6、切换参数,调整状态
            stateController.SetFloatParams("Speed",1);
        }
        else
        {
            stateController.SetFloatParams("Speed",0);
        }
    }
}

看完状态机的简单使用之后,相信大家对于多线程的处理也有所掌握了吧。

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