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StateMachine.cs
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using System;
using Microsoft.Xna.Framework;
namespace Desktoptale
{
public class StateMachine<T>
{
public IState<T> CurrentState { get; private set; }
private T target;
private TimeSpan currentTime;
private TimeSpan lastStateChangeTime;
private StateUpdateContext<T> lastUpdateContext;
private bool firstUpdate = true;
public delegate void StateChangedEventHandler(IState<T> oldState, IState<T> newState);
public event StateChangedEventHandler StateChanged;
public StateMachine(T target, IState<T> initialState)
{
this.target = target;
CurrentState = initialState;
currentTime = TimeSpan.Zero;
CurrentState.Enter(new StateEnterContext<T>()
{
PreviousState = null,
StateMachine = this,
Target = target
});
}
public void Update(GameTime gameTime)
{
if (firstUpdate)
{
firstUpdate = false;
lastStateChangeTime = gameTime.TotalGameTime;
}
currentTime = gameTime.TotalGameTime;
lastUpdateContext = new StateUpdateContext<T>
{
Time = gameTime,
LastStateChangeTime = lastStateChangeTime,
StateMachine = this,
Target = target
};
CurrentState.Update(lastUpdateContext);
}
public void ChangeState(IState<T> newState)
{
IState<T> previousState = CurrentState;
CurrentState.Exit(new StateExitContext<T>()
{
NextState = newState,
StateMachine = this,
Target = target
});
CurrentState = newState;
lastStateChangeTime = currentTime;
CurrentState.Enter(new StateEnterContext<T>()
{
PreviousState = previousState,
StateMachine = this,
Target = target
});
StateChanged?.Invoke(previousState, newState);
CurrentState.Update(new StateUpdateContext<T>
{
Time = lastUpdateContext.Time,
LastStateChangeTime = lastStateChangeTime,
StateMachine = this,
Target = target
});
}
}
public struct StateUpdateContext<T>
{
public GameTime Time { get; set; }
public TimeSpan LastStateChangeTime { get; set; }
public TimeSpan StateTime => Time.TotalGameTime - LastStateChangeTime;
public StateMachine<T> StateMachine { get; set; }
public T Target { get; set; }
}
public struct StateEnterContext<T>
{
public IState<T> PreviousState { get; set; }
public StateMachine<T> StateMachine { get; set; }
public T Target { get; set; }
}
public struct StateExitContext<T>
{
public IState<T> NextState { get; set; }
public StateMachine<T> StateMachine { get; set; }
public T Target { get; set; }
}
}