unity-atoms/Packages/FSM/Runtime/FiniteStateMachine/FiniteStateMachine.cs
2020-03-15 23:18:29 +01:00

404 lines
14 KiB
C#

using System;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.SceneManagement;
using UnityAtoms.BaseAtoms;
using UnityAtoms;
namespace UnityAtoms.FSM
{
[EditorIcon("atom-icon-delicate")]
[CreateAssetMenu(menuName = "Unity Atoms/FSM/Finite State Machine", fileName = "FiniteStateMachine")]
public class FiniteStateMachine : StringVariable
{
/// <summary>
/// Get or set current value of this FSM. If a sub FSM is having the current state, then its state will be returned. Using the setter is the same thing as calling `Dispatch`.
/// </summary>
/// <value>The command to issue.</value>
public override string Value
{
get
{
var state = GetState(_value);
return state != null && state.SubMachine != null ? state.SubMachine.Value : _value;
}
set => Dispatch(value);
}
public FSMTransitionDataEvent TransitionStarted { get => _transitionStarted; set => _transitionStarted = value; }
public BoolEvent CompleteCurrentTransition { get => _completeCurrentTransition; set => _completeCurrentTransition = value; }
public override string InitialValue { get => _states?.List != null && _states.List.Count > 0 ? _states.List[0].Id : ""; }
/// <summary>
/// Gets a boolean value indicating if the state machine is currently transitioning.
/// </summary>
public bool IsTransitioning { get => _currentTransition != null; }
[SerializeField]
private FSMTransitionDataEvent _transitionStarted = default(FSMTransitionDataEvent);
[SerializeField]
private BoolEvent _completeCurrentTransition = default(BoolEvent);
[SerializeField]
[AtomList]
private FSMStateListWrapper _states;
[SerializeField]
[AtomList]
private TransitionListWrapper _transitions;
private bool _isUpdatingState = false;
private Transition _currentTransition = null;
private bool _resetOnNextTransitionCompleted = false;
private bool _triggerEventsOnNextReset = false;
private event Action<float, string> _onUpdate;
private event Action<float, string> _onFixedUpdate;
private event Action<string> _dispatchWhen;
private event Action<string> _onStateCooldown;
/// <summary>
/// The value in this state machine, disregarding a "deeper" values in a sub machine.
/// </summary>
private string _currentFlatValue;
private void OnEnable()
{
if (CompleteCurrentTransition != null && CompleteCurrentTransition.ReplayBufferSize > 0)
{
Debug.LogWarning("The Complete Current Transition event had a replay buffer size great than 0, which would cause unwanted behaviour. Setting it to 0 in order to avoid unexpected behaviour.");
CompleteCurrentTransition.ReplayBufferSize = 0;
}
_isUpdatingState = false;
_currentTransition = null;
_resetOnNextTransitionCompleted = false;
_triggerEventsOnNextReset = false;
// Make sure application is playing
if (Application.isPlaying)
{
FiniteStateMachineMonoHook.GetInstance(createIfNotExist: true).OnUpdate -= OnUpdate;
FiniteStateMachineMonoHook.GetInstance().OnUpdate += OnUpdate;
FiniteStateMachineMonoHook.GetInstance().OnStart -= OnStart;
FiniteStateMachineMonoHook.GetInstance().OnStart += OnStart;
}
else
{
UnityAction<Scene, LoadSceneMode> handler = null;
handler = (scene, mode) =>
{
SceneManager.sceneLoaded -= handler;
FiniteStateMachineMonoHook.GetInstance(createIfNotExist: true).OnUpdate -= OnUpdate;
FiniteStateMachineMonoHook.GetInstance().OnUpdate += OnUpdate;
Reset();
};
SceneManager.sceneLoaded += handler;
}
}
private void OnDisable()
{
if (FiniteStateMachineMonoHook.GetInstance() != null)
{
FiniteStateMachineMonoHook.GetInstance().OnUpdate -= OnUpdate;
FiniteStateMachineMonoHook.GetInstance().OnStart -= OnStart;
}
_onUpdate = null;
_onFixedUpdate = null;
_dispatchWhen = null;
_onStateCooldown = null;
}
public void OnUpdate(Action<float, string> handler, GameObject gameObject)
{
Action<float, string> extendedHandler = null;
extendedHandler = (deltaTime, state) =>
{
// Unregister created handler if original handler doesn't or if the GameObject has been destroyed
if (handler == null || gameObject == null || !gameObject.scene.IsValid())
{
_onUpdate -= extendedHandler;
return;
}
handler(deltaTime, state);
};
_onUpdate += extendedHandler;
}
public void OnFixedUpdate(Action<float, string> handler, GameObject gameObject)
{
Action<float, string> extendedHandler = null;
extendedHandler = (deltaTime, state) =>
{
// Unregister created handler if original handler doesn't or if the GameObject has been destroyed
if (handler == null || gameObject == null || !gameObject.scene.IsValid())
{
_onFixedUpdate -= extendedHandler;
return;
}
handler(deltaTime, state);
};
_onFixedUpdate += extendedHandler;
}
public void DispatchWhen(string command, Func<string, bool> func, GameObject gameObject)
{
Action<string> extendedHandler = null;
extendedHandler = (value) =>
{
// Unregister created handler if original handler doesn't or if the GameObject has been destroyed
if (func == null || gameObject == null || !gameObject.scene.IsValid())
{
_dispatchWhen -= extendedHandler;
return;
}
if (func(value))
{
Dispatch(command);
}
};
_dispatchWhen += extendedHandler;
}
public void OnStateCooldown(string state, Action<string> handler, GameObject gameObject)
{
Action<string> extendedHandler = null;
extendedHandler = (value) =>
{
// Unregister created handler if original handler doesn't or if the GameObject has been destroyed
if (handler == null || gameObject == null || !gameObject.scene.IsValid())
{
_onStateCooldown -= extendedHandler;
return;
}
if (value == state)
{
handler(value);
}
};
_onStateCooldown += extendedHandler;
}
public override void Reset(bool shouldTriggerEvents = false)
{
Validate();
// Set all timers to the same as the cooldown
for (var i = 0; i < _states.List.Count; ++i)
{
_states.List[i].Timer = _states.List[i].Cooldown;
}
if (!_resetOnNextTransitionCompleted && !IsTransitioning)
{
_resetOnNextTransitionCompleted = false;
ResetAllSubMachines();
base.Reset(shouldTriggerEvents);
_currentFlatValue = _value;
}
else
{
_triggerEventsOnNextReset = shouldTriggerEvents;
_resetOnNextTransitionCompleted = true;
}
}
/// <summary>
/// Dispatches a new command to the FiniteStateMachine, invoking any necessary transitions.
/// </summary>
/// <param name="command"></param>
public void Dispatch(string command)
{
// Commands dispatched during transition will be ignored
if (IsTransitioning)
return;
var transition = FindTransitionForCurrentState(command);
if (transition != null)
{
// Commands should not be dispatched in events listening to state changes of this machine
if (_isUpdatingState)
{
Debug.LogWarning("Do not call Dispatch from handlers listening to Changed and ChangedWithHistory events.");
return;
}
if (transition.TestCondition())
{
_currentTransition = transition;
if (_transitionStarted != null)
{
_transitionStarted.Raise(
new FSMTransitionData()
{
FromState = transition.FromState,
ToState = transition.ToState,
Command = transition.Command,
CompleteTransition = _completeCurrentTransition,
}
);
}
transition.Begin(this, EndCurrentTransition);
}
}
else
{
// State doesn't exist in this FSM, propagate down to all sub FSMs.
var state = GetState(_currentFlatValue);
state?.SubMachine?.Dispatch(command);
}
}
protected override bool ValueEquals(string other) => false; // Always trigger events even if changing to the same state as previous
private void Validate()
{
for (var i = 0; i < _transitions.List.Count; ++i)
{
var transition = _transitions.List[i];
if (!_states.List.Exists((s) => s.Id == transition.FromState))
{
Debug.LogError($"Transition with From State {transition.FromState} can't be found in the defined states.");
}
if (!_states.List.Exists((s) => s.Id == transition.ToState))
{
Debug.LogError($"Transition with To State {transition.ToState} can't be found in the defined states.");
}
}
}
private void EndCurrentTransition()
{
if (_resetOnNextTransitionCompleted)
{
_resetOnNextTransitionCompleted = false;
Reset(_triggerEventsOnNextReset);
return;
}
_isUpdatingState = true;
var toState = GetState(_currentTransition.ToState);
if (toState.SubMachine != null)
{
// Reset sub machines in to state
toState.SubMachine.Reset();
base.Value = toState.SubMachine.Value;
}
else
{
base.Value = _currentTransition.ToState;
}
_currentFlatValue = _currentTransition.ToState;
_currentTransition = null;
_isUpdatingState = false;
}
private void ResetAllSubMachines()
{
for (var i = 0; i < _states.List.Count; ++i)
{
if (_states.List[i].SubMachine != null)
{
_states.List[i].SubMachine.Reset();
}
}
}
private void OnStart()
{
Reset();
}
private void OnUpdate(float deltaTime)
{
// Update timers and call OnStateCooldown handlers if applicable
var currentValue = Value;
for (var i = 0; i < _states.List.Count; ++i)
{
var state = _states.List[i];
if (state.Cooldown > 0f)
{
var isCurrent = state.Id == currentValue;
var isOngoing = !isCurrent && state.Timer > 0f;
if (isCurrent || isOngoing)
{
if (isCurrent && state.Timer <= 0f && _onStateCooldown != null)
{
_onStateCooldown.Invoke(currentValue);
}
state.Timer += deltaTime;
if (state.Timer >= state.Cooldown)
{
state.Timer = 0f;
}
}
}
}
// Call OnUpdate handlers
if (_onUpdate != null)
{
_onUpdate.Invoke(deltaTime, currentValue);
}
// Call DispatchWhen handlers
if (_dispatchWhen != null)
{
_dispatchWhen.Invoke(currentValue);
}
}
private void OnFixedUpdate(float deltaTime)
{
// Call OnFixedUpdate handlers
if (_onFixedUpdate != null)
{
_onFixedUpdate.Invoke(deltaTime, Value);
}
}
private Transition FindTransitionForCurrentState(string command)
{
Transition ret = null;
for (var i = 0; i < _transitions.List.Count; ++i)
{
var transition = _transitions.List[i];
if (command == transition.Command && _currentFlatValue == transition.FromState)
{
return transition;
}
}
return ret;
}
private FSMState GetState(string id)
{
for (var i = 0; i < _states.List.Count; ++i)
{
if (_states.List[i].Id == id)
{
return _states.List[i];
}
}
return null;
}
}
}