Unity状态机的实现,以《塔防》为例

时间:2025-04-03 09:34:55

什么是有限状态机?

通俗点讲,有限状态机是:将对象的状态(攻击、闲置、晕眩)的实现代码,提取出来,封装成状态。由状态机负责在各个状态之间调度。

对象持有状态管理类(状态机)的引用,与具体的状态解耦。

OK,那接下来开始设计一个塔的状态,我们有一个父类FiniteState,状态机只和父类交互,屏蔽了状态具体实现

Unity状态机的实现,以《塔防》为例

塔与状态是一对一的关系,也就是说,在塔创建的时候,全部状态已经生成好了(GenerateStateList方法), 我们根据状态的枚举类进行切换。

using System.Collections.Generic;

/// <summary>
/// 塔的状态机工具类
/// </summary>
public class TowerStateHelper
{
/// <summary>
/// 状态个数
/// </summary>
private const int STATE_COUNT = ; /// <summary>
/// 创建状态集合
/// </summary>
/// <param name="tower">作用对象</param>
/// <returns></returns>
public static Dictionary<StateType, FiniteState> GenerateStateList(TowerBase tower)
{
Dictionary<StateType, FiniteState> stateList = new Dictionary<StateType, FiniteState>(STATE_COUNT); stateList.Add(StateType.Idle, new StateIdle() { TargetTower = tower, StateTypeId = StateType.Idle });
stateList.Add(StateType.Guard, new StateGuard() { TargetTower = tower, StateTypeId = StateType.Guard });
stateList.Add(StateType.Attack, new StateAttack() { TargetTower = tower, StateTypeId = StateType.Attack });
stateList.Add(StateType.Spell, new StateSpell() { TargetTower = tower, StateTypeId = StateType.Spell }); return stateList;
}
} /// <summary>
/// 状态类型
/// </summary>
public enum StateType
{
/// <summary>
/// 不可用
/// </summary>
Innit, /// <summary>
/// 闲置
/// </summary>
Idle, /// <summary>
/// 攻击
/// </summary>
Attack, /// <summary>
/// 警惕
/// </summary>
Guard, /// <summary>
/// 吟唱
/// </summary>
Spell
}

状态机,它的职责是负责在各个状态之间进行调度

using System.Collections.Generic;

/// <summary>
/// 状态机
/// </summary>
public class TowerStateMachine
{
#region 公共属性 /// <summary>
/// 追溯前面的状态
/// </summary>
public StateType PreviousStateType
{
get; set;
} #endregion #region 私有属性
/// <summary>
/// 全局状态
/// </summary>
private FiniteState _globalState; /// <summary>
/// 当前状态
/// </summary>
private FiniteState _currentState; /// <summary>
/// 状态列表
/// </summary>
private Dictionary<StateType, FiniteState> _stateList; #endregion #region 重写事件 /// <summary>
/// 初始化方法
/// </summary>
/// <param name="globalState">全局状态</param>
/// <param name="newStateType">当前状态</param>
public TowerStateMachine(TowerBase tower, FiniteState globalState, StateType newStateType)
{
PreviousStateType= StateType.Innit;
_stateList = TowerStateHelper.GenerateStateList(tower); if (null != globalState)
{
globalState.OnEnter();
_globalState = globalState;
} _stateList[newStateType].OnEnter();
_currentState = _stateList[newStateType];
} #endregion #region 公共方法 /// <summary>
/// 执行
/// </summary>
public void Excute()
{
if (null != _globalState)
_globalState.OnExcute(); if (null != _currentState)
_currentState.OnExcute();
} /// <summary>
/// 改变状态
/// </summary>
/// <param name="newStateType"></param>
public void ChangeStatus(StateType newStateType)
{
if (newStateType == _currentState.StateTypeId)
return; PreviousStateType = _currentState.StateTypeId;
_currentState.OnExit(); _stateList[newStateType].OnEnter();
_currentState = _stateList[newStateType];
} #endregion
}

状态基类,我们定义了进入、OnExcute(每次update被调用)、退出方法

/// <summary>
/// 状态基类
/// </summary>
public abstract class FiniteState
{
/// <summary>
/// 状态机类型
/// </summary>
public StateType StateTypeId { get; set; } /// <summary>
/// 塔对象
/// </summary>
public TowerBase TargetTower { get; set; } /// <summary>
/// 进入
/// </summary>
public abstract void OnEnter(); /// <summary>
/// 执行
/// </summary>
public abstract void OnExcute(); /// <summary>
/// 退出
/// </summary>
public abstract void OnExit();
}

调用对象

 //声明
private TowerStateMachine _stateMachine; //初始化
_stateMachine = new TowerStateMachine(this, null, StateType.Idle); //在Update方法里调用
_stateMachine.Excute();

状态的切换由具体状态类满足条件自动触发、或者手动触发都可以。