Unity——有限状态机FSM修改
作者:互联网
FSM状态机改
一.前言
之前写过一版有限状态机,后来发现很多问题;
前一个版本是记录了当前的状态,切换状态时,要等下一帧状态机Update的时候才会调动上个状态的退出,总会有一帧的延迟;
除了导致动作延迟外,状态很多的情况报错也无法追述,断点只能回到状态机中;
因此做了如下修改;
1.状态机不再继承MonoBehaviour,只需要是单例,存储所有状态基类;
2.状态机提供切换状态的方法SwitchAction,传参下个状态ID;
3.切换状态时调用上一个状态的退出周期,再调用当前状态的开始周期;
4.同时将当前状态的引用重新赋值为传入的状态;
5.状态机提供Run方法给角色控制器调用,角色控制器Update只执行当前状态的Run;
效果展示:
二.修改
修改后FSM,除增删查外添加切换状态函数SwitchState;
提供FSM状态机的生命周期;FSMInit,FSMRun,FSMEnd;
public class FSM<T>
{
private Dictionary<int, StateBase<T>> FSMActDic;
private StateBase<T> curState;
//切换状态时调用
public void SwitchState(int nextID)
{
curState.OnExit();
curState = FSMActDic[nextID];
curState.OnEnter();
}
public int GetCurState()
{
foreach (var kv in FSMActDic)
{
if (kv.Value == curState)
return kv.Key;
}
return -1;
}
public FSM()
{
FSMActDic = new Dictionary<int, StateBase<T>>();
}
//增
public void AddState(int id, StateBase<T> state)
{
if(FSMActDic.ContainsKey(id))
return;
FSMActDic.Add(id, state);
}
//删
public void RemoveSatate(int id)
{
if (FSMActDic.ContainsKey(id))
FSMActDic.Remove(id);
}
//获取
public StateBase<T> GetState(int id)
{
if (!FSMActDic.ContainsKey(id))
return null;
return FSMActDic[id];
}
//状态机初始化调用,给curState赋值并调用其OnStay
public void FSMInit(int id)
{
curState = FSMActDic[id];
curState.OnStay();
}
//每帧执行
public void FSMRun()
{
curState.OnStay();
}
//退出状态机执行
public void FSMEnd()
{
curState.OnExit();
}
}
三.测试代码
使用状态先初始化,同时设置初始状态;
角色控制类负责初始化和运行FSM状态机;
public class PlayerControl : MonoBehaviour
{
public enum PlayerState
{
none = 0,
idle,
move,
jump,
}
public FSM<PlayerControl> mPlayerFSM;
public PlayerState mState;
public Animator mAnimator;
public float mSpeed;
public Vector3 moveDir;
private void InitFSM()
{
mPlayerFSM.AddState((int) PlayerState.idle, new ActIdle((int) PlayerState.idle, this));
mPlayerFSM.AddState((int) PlayerState.move, new ActMove((int) PlayerState.move, this));
mPlayerFSM.AddState((int) PlayerState.jump, new ActAttack((int) PlayerState.jump, this));
mPlayerFSM.FSMInit((int)PlayerState.idle);
}
void Start()
{
mAnimator = GetComponentInChildren<Animator>();
mSpeed = 10;
mPlayerFSM = new FSM<PlayerControl>();
InitFSM();
mState = PlayerState.idle;
}
void Update()
{
//单纯为了在inspector面板中看到当前状态
mState = (PlayerState)mPlayerFSM.GetCurState();
mPlayerFSM.FSMRun();
}
}
在不同的行为类中,监听输入按键通过owner调用fsm的switch方法,切换状态;
举例移动行为类,监听两个轴的输入,切换idle,同时监听攻击按键切换攻击状态;
public class ActMove : StateBase<PlayerControl>
{
public ActMove(int id, PlayerControl t) : base(id, t)
{
}
//给子类提供方法
public override void OnEnter(params object[] args)
{
owner.mAnimator.Play("Run");
}
public override void OnStay(params object[] args)
{
owner.transform.position += owner.moveDir * Time.deltaTime * owner.mSpeed;
if (Input.GetAxis("Horizontal") > 0 && Input.GetAxis("Vertical") == 0)
{
owner.moveDir = owner.transform.right;
}
else if (Input.GetAxis("Horizontal") < 0 && Input.GetAxis("Vertical") == 0)
{
owner.moveDir = -owner.transform.right;
}
else if (Input.GetAxis("Horizontal") > 0 && Input.GetAxis("Vertical") < 0)
{
owner.moveDir = owner.transform.right - owner.transform.forward;
}
else if (Input.GetAxis("Horizontal") < 0 && Input.GetAxis("Vertical") < 0)
{
owner.moveDir = -owner.transform.right - owner.transform.forward;
}
else if (Input.GetAxis("Horizontal") > 0 && Input.GetAxis("Vertical") > 0)
{
owner.moveDir = owner.transform.right + owner.transform.forward;
}
else if (Input.GetAxis("Horizontal") < 0 && Input.GetAxis("Vertical") > 0)
{
owner.moveDir = -owner.transform.right + owner.transform.forward;
}
else if (Input.GetAxis("Horizontal") == 0 && Input.GetAxis("Vertical") < 0)
{
owner.moveDir = -owner.transform.forward;
}
else if (Input.GetAxis("Horizontal") == 0 && Input.GetAxis("Vertical") > 0)
{
owner.moveDir = owner.transform.forward;
}
if (Mathf.Abs(Input.GetAxis("Horizontal")) < 0.1f && Mathf.Abs(Input.GetAxis("Vertical")) < 0.1f)
owner.mPlayerFSM.SwitchState((int)PlayerControl.PlayerState.idle);
if (Input.GetAxis("Jump") != 0)
owner.mPlayerFSM.SwitchState((int)PlayerControl.PlayerState.jump);
}
public override void OnExit(params object[] args)
{
}
}
自从出了行为树之后,有限状态机就没太大的用武之地了,后面有机会介绍官方的BehaviourTree插件吧;
标签:GetAxis,FSM,状态机,int,Unity,owner,Input,public 来源: https://www.cnblogs.com/littleperilla/p/15557344.html