国产睡熟迷奷白丝护士系列精品,中文色字幕网站,免费h网站在线观看的,亚洲开心激情在线

      <sup id="hb9fh"></sup>
          1. 千鋒教育-做有情懷、有良心、有品質的職業(yè)教育機構

            手機站
            千鋒教育

            千鋒學習站 | 隨時隨地免費學

            千鋒教育

            掃一掃進入千鋒手機站

            領取全套視頻
            千鋒教育

            關注千鋒學習站小程序
            隨時隨地免費學習課程

            當前位置:首頁  >  技術干貨  > unity狀態(tài)機

            unity狀態(tài)機

            來源:千鋒教育
            發(fā)布人:wjy
            時間: 2022-07-29 17:01:00 1659085260

            前言

            眾所周知,Unity在開發(fā)游戲的時候經(jīng)常用到狀態(tài)機,而通常情況下,我們會使用簡單的枚舉類型設置狀態(tài),然后通過調整枚舉,來切換狀態(tài),在簡單情況下是可以的,就像是Unity中Animator切換動畫狀態(tài)就是,直接通過動畫片段的名稱切換。而當狀態(tài)很多的時候,直接切換就顯得有些很不安全,而且友好性也不是很好,所以根據(jù)Unity中Animator這種通過條件切換狀態(tài)的架構,我寫了一個簡單的狀態(tài)機,給大家分享。

            unity狀態(tài)機

            外部委托定義

                /// <summary>

                /// 狀態(tài)內部事件委托

                /// </summary>

                public delegate void StateFunctionEventHandler();

                /// <summary>

                /// 狀態(tài)條件判斷委托

                /// </summary>

                public delegate bool StateTranslateEventHandler();

            狀態(tài)類

                /// <summary>

                /// 狀態(tài)類

                /// </summary>

                public class State {

                    /// <summary>

                    /// 狀態(tài)內部事件

                    /// </summary>

                    public event StateFunctionEventHandler stateFunc;

                    /// <summary>

                    /// 狀態(tài)轉換事件<目標狀態(tài),切換條件>

                    /// </summary>

                    public Dictionary<State,StateTranslateEventHandler> stateTrs;

                    /// <summary>

                    /// 狀態(tài)名稱

                    /// </summary>

                    /// <value>The name of the state.</value>

                    public string stateName{get;private set;}

                    /// <summary>

                    /// 狀態(tài)運行中

                    /// </summary>

                    public bool isRun = false;

                    /// <summary>

                    /// 狀態(tài)內部事件執(zhí)行間隔時間(毫秒)

                    /// </summary>

                    /// <value>The state function delta time.</value>

                    public int stateFunctionDeltaTime{private get; set;}

                    /// <summary>

                    /// 狀態(tài)構造

                    /// </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>

                    /// 狀態(tài)內部事件執(zhí)行

                    /// </summary>

                    public void Update()

                    {

                        while(true)

                        {

                            if(!isRun)

                            {

                                continue;

                            }

                            Thread.Sleep (stateFunctionDeltaTime);

                            if(stateFunc != null)

                            {

                                stateFunc();

                            }

                        }

                    }

                    /// <summary>

                    /// 注冊切換事件.

                    /// </summary>

                    /// <param name="target">目標狀態(tài).</param>

                    /// <param name="conditional">條件事件.</param>

                    public void RegisterTranslate(State target, StateTranslateEventHandler conditional)

                    {

                        try

                        {

                            stateTrs.Add (target, conditional);

                        }

                        catch(Exception ex)

                        {

                            Debug.LogError(ex.ToString());

                        }

                    }

                }

            狀態(tài)管理類

                /// <summary>

                /// 狀態(tài)管理

                /// </summary>

                public class StateController : State {

                    /// <summary>

                    /// 狀態(tài)管理構造

                    /// </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>

                    /// 狀態(tài)字典

                    /// </summary>

                    Dictionary<string,State> states;

                    /// <summary>

                    /// 狀態(tài)切換參數(shù)字典

                    /// </summary>

                    Dictionary<string,object> stateparams;

                    /// <summary>

                    /// 當前狀態(tài)

                    /// </summary>

                    public State currentState;

                    /// <summary>

                    /// 添加狀態(tài)

                    /// </summary>

                    /// <returns>The state.</returns>

                    /// <param name="statename">狀態(tài)名稱.</param>

                    public State AddState(string statename)

                    {

                        State temp = new State (statename);

                        states.Add (statename, temp);

                        SetDefault (temp);

                        return temp;

                    }

                    /// <summary>

                    /// 添加狀態(tài)

                    /// </summary>

                    /// <param name="s">狀態(tài).</param>

                    public void AddState(State s)

                    {

                        states.Add (s.stateName, s);

                        SetDefault (s);

                    }

                    /// <summary>

                    /// 移除狀態(tài)

                    /// </summary>

                    /// <param name="statename">狀態(tài)名稱.</param>

                    public void RemoveState(string statename)

                    {

                        states.Remove (statename);

                    }

                    /// <summary>

                    /// 設置默認狀態(tài)

                    /// </summary>

                    /// <param name="s">S.</param>

                    private void SetDefault (State s)

                    {

                        if(states.Count == 1)

                        {

                            currentState = s;

                            s.isRun = true;

                        }

                    }

                    /// <summary>

                    /// 切換狀態(tài)

                    /// </summary>

                    /// <param name="name">狀態(tài)名稱.</param>

                    public void TranslateState(string name)

                    {

                        if(states[name] != null)

                        {

                            currentState.isRun = false;

                            currentState = states [name];

                            states [name].isRun = true;

                        }

                    }

                    /// <summary>

                    /// 獲取狀態(tài)

                    /// </summary>

                    /// <returns>The state.</returns>

                    /// <param name="statename">Statename.</param>

                    public State GetState(string statename)

                    {

                        return states [statename];

                    }

                    /// <summary>

                    /// 注冊參數(shù)

                    /// </summary>

                    /// <param name="paramName">參數(shù)名稱.</param>

                    /// <param name="value">參數(shù)值.</param>

                    public void RegisterParams(string paramName, int value)

                    {

                        stateparams.Add (paramName, value);

                    }

                    /// <summary>

                    /// 注冊參數(shù)

                    /// </summary>

                    /// <param name="paramName">參數(shù)名稱.</param>

                    /// <param name="value">參數(shù)值.</param>

                    public void RegisterParams(string paramName, float value)

                    {

                        stateparams.Add (paramName, value);

                    }

                    /// <summary>

                    /// 注冊參數(shù)

                    /// </summary>

                    /// <param name="paramName">參數(shù)名稱.</param>

                    /// <param name="value">參數(shù)值.</param>

                    public void RegisterParams(string paramName, string value)

                    {

                        stateparams.Add (paramName, value);

                    }

                    /// <summary>

                    /// 獲取int類型參數(shù)

                    /// </summary>

                    /// <returns>The int parameters.</returns>

                    /// <param name="paraName">Para name.</param>

                    public int GetIntParams(string paraName)

                    {

                        return (int)stateparams [paraName];

                    }

                    /// <summary>

                    /// 獲取float類型參數(shù)

                    /// </summary>

                    /// <returns>The float parameters.</returns>

                    /// <param name="paraName">Para name.</param>

                    public float GetFloatParams(string paraName)

                    {

                        return (float)stateparams [paraName];

                    }

                    /// <summary>

                    /// 獲取string類型參數(shù)

                    /// </summary>

                    /// <returns>The string parameters.</returns>

                    /// <param name="paraName">Para name.</param>

                    public string GetStringParams(string paraName)

                    {

                        return (string)stateparams [paraName];

                    }

                    /// <summary>

                    /// 設置int參數(shù)

                    /// </summary>

                    /// <param name="paraName">Para name.</param>

                    /// <param name="value">Value.</param>

                    public void SetIntParams(string paraName, int value)

                    {

                        stateparams[paraName] =value;

                    }

                    /// <summary>

                    /// 設置float參數(shù)

                    /// </summary>

                    /// <param name="paraName">Para name.</param>

                    /// <param name="value">Value.</param>

                    public void SetFloatParams(string paraName, float value)

                    {

                        stateparams[paraName] =value;

                    }

                    /// <summary>

                    /// 設置string參數(shù)

                    /// </summary>

                    /// <param name="paraName">Para name.</param>

                    /// <param name="value">Value.</param>

                    public void SetStringParams(string paraName, string value)

                    {

                        stateparams[paraName] =value;

                    }

                    /// <summary>

                    /// 檢查狀態(tài)切換

                    /// </summary>

                    private void CheckTranslate()

                    {

                        foreach (var item in currentState.stateTrs) 

                        {

                            if(item.Value())

                            {

                                TranslateState(item.Key.stateName);

                            }

                        }

                    }

                }

            實例應用

            public class GameController : MonoBehaviour {

                //單例

                static StateController stateController;

                //外部測試

                public bool test = false;

                void Awake()

                {

                    //1、實例化單例

                    stateController = new StateController ("MainSc");

                }

                void Start()

                {

                    //2、注冊狀態(tài)Idle

                    State idle = stateController.AddState ("Idle");

                    //2、注冊狀態(tài)Run

                    State run = stateController.AddState ("Run");

                    //3、注冊參數(shù)Speed,默認值0

                    stateController.RegisterParams ("Speed", 0f);

                    //4、idle內部事件

                    idle.stateFunc += () => {

                        Debug.Log(idle.stateName);

                    };

                    //4、run內部事件

                    run.stateFunc += () => {

                        Debug.Log(run.stateName);

                    };

                    //5、切換事件Idle --> Run

                    idle.RegisterTranslate (run, () => {

                        if(stateController.GetFloatParams("Speed") > 0.5f)

                        {

                            return true;

                        }

                        return false;

                    });

                    //5、切換事件Run --> Idle

                    run.RegisterTranslate (idle, () => {

                        if(stateController.GetFloatParams("Speed") <= 0.5f)

                        {

                            return true;

                        }

                        return false;

                    });

                }

                void Update()

                {

                    if (test)

                    {

                        //6、切換參數(shù),調整狀態(tài)

                        stateController.SetFloatParams("Speed",1);

                    }

                    else

                    {

                        stateController.SetFloatParams("Speed",0);

                    }

                }

            }

            結束語

            這個工具類中用到了多線程的處理,其中各個狀態(tài)的線程是持續(xù)執(zhí)行的,所以后期還會繼續(xù)改進,如果讀者朋友有哪些更好的建議和意見,歡迎評論。

            tags:
            聲明:本站稿件版權均屬千鋒教育所有,未經(jīng)許可不得擅自轉載。
            10年以上業(yè)內強師集結,手把手帶你蛻變精英
            請您保持通訊暢通,專屬學習老師24小時內將與您1V1溝通
            免費領取
            今日已有369人領取成功
            劉同學 138****2860 剛剛成功領取
            王同學 131****2015 剛剛成功領取
            張同學 133****4652 剛剛成功領取
            李同學 135****8607 剛剛成功領取
            楊同學 132****5667 剛剛成功領取
            岳同學 134****6652 剛剛成功領取
            梁同學 157****2950 剛剛成功領取
            劉同學 189****1015 剛剛成功領取
            張同學 155****4678 剛剛成功領取
            鄒同學 139****2907 剛剛成功領取
            董同學 138****2867 剛剛成功領取
            周同學 136****3602 剛剛成功領取
            相關推薦HOT