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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using ZelleGames.Log;
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namespace ZelleGames.StateMachine
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{
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/// <summary>
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/// Generic abstract state machine with OnEnter and OnExit features
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/// </summary>
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public abstract class StateMachine : MonoBehaviour
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{
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/// <summary>
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/// Readonly State currently executing
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/// </summary>
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public State CurrentState { get; protected set; }
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/// <summary>
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/// Drive the current state if present
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/// </summary>
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private void Update()
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{
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if (CurrentState != null)
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{
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CurrentState.Update(Time.deltaTime);
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}
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}
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/// <summary>
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/// Drive the current state's FixedUpdate method if state is present
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/// </summary>
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private void FixedUpdate()
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{
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if (CurrentState != null)
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{
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CurrentState.FixedUpdate(Time.fixedDeltaTime);
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}
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}
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/// <summary>
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/// Public facing function to change state based on a transition.
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/// Relies on an implementation of <see cref="GetNewState(Transition)"/>
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/// </summary>
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/// <param name="t">The transition to pass in. Validitiy depends on the implementation of GetNewState</param>
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public void TransitionState(Transition t)
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{
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var newState = GetNewState(t);
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if (newState != null)
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{
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CurrentState?.OnExit();
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CurrentState = newState;
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CurrentState.StateMachine = this;
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CurrentState.OnEnter();
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} else
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{
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Logging.Log(LogLevel.WARN, $"Could not transition from {CurrentState} with {t}");
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}
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}
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/// <summary>
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/// Load a new state without consideration of the GetNewState function.
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/// This is sessentially the "goto" of state machine management, use only if absolutely needed.
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/// </summary>
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/// <param name="s"></param>
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public void ForceState(State s)
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{
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CurrentState.OnExit();
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CurrentState = s;
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CurrentState.OnEnter();
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}
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/// <summary>
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/// Derived classes should provide an implementation that returns a new <see cref="State"/> depending
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/// on the Transition passed in.
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/// </summary>
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/// <param name="t"></param>
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/// <returns>The new state for a valid transition for the current state,
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/// Null otherwise to maintain current state</returns>
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protected abstract State GetNewState(Transition t);
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}
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/// <summary>
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/// Transitions are passed into the state machine to move from one state to the next.
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/// </summary>
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public abstract class Transition
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{
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/// <summary>
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/// Generic object that can contain any information this transition needs to pass into the next state
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/// </summary>
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public object Context { get; }
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public Transition() : this(null){}
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public Transition(object ctx)
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{
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Context = ctx;
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}
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}
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/// <summary>
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/// Describes a finite state for a <see cref="StateMachine"/>
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/// in Unity.
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/// </summary>
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public abstract class State
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{
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/// <summary>
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/// Reference to the parent statemachine. Derived classes can cast this reference into their specialized
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/// class for specific statemachine functionality, or use this reference as is to operate on the base class
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/// </summary>
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public StateMachine StateMachine;
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/// <summary>
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/// Called every frame by the <see cref="StateMachine"/>
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/// </summary>
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/// <param name="deltaTime"></param>
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public abstract void Update(float deltaTime);
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/// <summary>
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/// Called according to the Physics timing configuration by the <see cref="StateMachine"/>
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/// </summary>
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/// <param name="fixedDeltaTime"></param>
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public virtual void FixedUpdate(float fixedDeltaTime) { }
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/// <summary>
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/// Called on the frame the machine switches to this state
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/// </summary>
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public virtual void OnEnter() { }
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/// <summary>
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/// Called on the last frame before this state is replaced.
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/// </summary>
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public virtual void OnExit() { }
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}
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}
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