前言:一个游戏里的一个人物会存在多种状态,那么就需要有一个专门管理这些状态的类。不然会显得杂乱无章,不易于后面状态的增加或者减少。
思路:既然要方便管理,那么首先肯定得有个系统类(专门用来存放所有的状态、状态的增删等功能);然后就是需要把所有的状态都单独写一个类(已达到修改某个状态的时候,其他状态不会受到影响)。
状态管理类:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FSMSystem
{
private Dictionary<StateID, FSMState> states = new Dictionary<StateID, FSMState>();
private StateID currentStateID;
private FSMState currentFSMState;
public void Update(GameObject npc)
{
currentFSMState.Act(npc);
currentFSMState.Reason(npc);
}
/// <summary>
/// 添加状态
/// </summary>
/// <param name="fSMState"></param>
public void AddState(FSMState fSMState)
{
if (fSMState == null) return;
//if (currentFSMState == null)
//{
currentStateID = fSMState.ID;
currentFSMState = fSMState;
//}
if (states.ContainsKey(currentStateID)) return;
states.Add(currentStateID, currentFSMState);
}
/// <summary>
/// 删除状态
/// </summary>
/// <param name="stateID"></param>
public void DeleteState(StateID stateID)
{
if (stateID == StateID.Null) return;
if (!states.ContainsKey(stateID)) return;
states.Remove(stateID);
}
/// <summary>
/// 执行状态条件转换
/// </summary>
/// <param name="transition"></param>
public void PerformTransition(Transition transition)
{
if (transition == Transition.NullTransition) return;
StateID stateID = currentFSMState.GetStateID(transition);
if (stateID == StateID.Null) return;
if (!states.ContainsKey(stateID)) return;
FSMState fSMState = states[stateID];
currentFSMState.StateExit();
currentFSMState = fSMState;
currentStateID = fSMState.ID;
currentFSMState.StateEnter();
}
}
状态基类:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum Transition
{
NullTransition,
SeePlayer,//发现玩家
LostPlayer,//玩家脱离视野范围
AttackPlayer,//攻击玩家
}
public enum StateID
{
Null,
Chase,//追逐
Patrol,//巡逻
Attack,//攻击
}
public abstract class FSMState
{
protected Transition transition;
protected StateID stateID;
protected FSMSystem fSM;
public StateID ID
{
get { return stateID; }
}
protected Dictionary<Transition, StateID> dic = new Dictionary<Transition, StateID>();
public FSMState(FSMSystem fSM)
{
this.fSM = fSM;
}
/// <summary>
/// 增加状态
/// </summary>
/// <param name="transition"></param>
/// <param name="stateID"></param>
public void AddTransition(Transition transition, StateID stateID)
{
if (transition == Transition.NullTransition) return;
if (stateID == StateID.Null) return;
if (dic.ContainsKey(transition)) return;
dic.Add(transition, stateID);
}
/// <summary>
/// 删除状态
/// </summary>
/// <param name="transition"></param>
public void DeleteTransition(Transition transition)
{
if (transition == Transition.NullTransition) return;
if (!dic.ContainsKey(transition)) return;
dic.Remove(transition);
}
/// <summary>
/// 获取状态
/// </summary>
/// <param name="transition"></param>
/// <returns></returns>
public StateID GetStateID(Transition transition)
{
if (transition == Transition.NullTransition) return StateID.Null;
if (!dic.ContainsKey(transition)) return StateID.Null;
return dic[transition];
}
/// <summary>
/// 进入状态
/// </summary>
public virtual void StateEnter() { }
/// <summary>
/// 退出状态
/// </summary>
public virtual void StateExit() { }
/// <summary>
/// 状态持续中,,,
/// </summary>
/// <param name="npc"></param>
public abstract void Act(GameObject npc);
/// <summary>
/// 状态退出前,,,
/// </summary>
/// <param name="npc"></param>
public abstract void Reason(GameObject npc);
}
巡逻状态:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 巡逻状态
/// </summary>
public class PatrolState : FSMState
{
/// <summary>
/// 巡逻路径点集合
/// </summary>
private Transform[] paths;
/// <summary>
/// 当前巡逻路径点索引
/// </summary>
private int index = 0;
/// <summary>
/// 移动速度
/// </summary>
private float moveSpeed = 0.5f;
/// <summary>
/// 玩家
/// </summary>
private Transform player;
public PatrolState(FSMSystem fSM, Transform player) : base(fSM)
{
this.player = player;
paths = GameObject.Find("Path").GetComponentsInChildren<Transform>();
stateID = StateID.Patrol;
}
public override void Act(GameObject npc)
{
npc.transform.LookAt(paths[index].position);
npc.transform.Translate(Vector3.forward * Time.deltaTime * moveSpeed);
if (Vector3.Distance(npc.transform.position, paths[index].position) < 1)
{
index++;
index %= paths.Length;
}
}
public override void Reason(GameObject npc)
{
npc.GetComponent<Animator>().SetFloat("Speed", moveSpeed );
if (Vector3.Distance(player.position, npc.transform.position) < 10)
{
fSM.PerformTransition(Transition.SeePlayer);
}
}
}
追逐状态:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 追逐状态
/// </summary>
public class ChaseState : FSMState
{
/// <summary>
/// 移动速度
/// </summary>
private float moveSpeed = 2f;
/// <summary>
/// 玩家
/// </summary>
private Transform player;
public ChaseState(FSMSystem fSM, Transform player) : base(fSM)
{
stateID = StateID.Chase;
this. player = player;
}
public override void Act(GameObject npc)
{
npc.transform.LookAt(player.position);
npc.transform.Translate(Vector3.forward * Time.deltaTime * moveSpeed);
}
public override void Reason(GameObject npc)
{
npc.GetComponent<Animator>().SetFloat("Speed", moveSpeed / 2);
if (Vector3.Distance(player.position, npc.transform.position) >= 10)
{
fSM.PerformTransition(Transition.LostPlayer);
}
else if (Vector3.Distance(player.position, npc.transform.position) <= 1f )
{
fSM.PerformTransition(Transition.AttackPlayer);
}
}
}
攻击状态:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 攻击状态
/// </summary>
public class AttackState : FSMState
{
/// <summary>
/// 玩家
/// </summary>
private Transform player;
public AttackState(FSMSystem fSM, Transform player) : base(fSM)
{
stateID = StateID.Attack;
this.player = player;
}
public override void Act(GameObject npc)
{
}
public override void Reason(GameObject npc)
{
if (Vector3.Distance(player.position, npc.transform.position) > 1f)
{
if (Vector3.Distance(player.position, npc.transform.position) >= 10)
{
fSM.PerformTransition(Transition.LostPlayer);
}
else if (Vector3.Distance(player.position, npc.transform.position) < 10)
{
fSM.PerformTransition(Transition.SeePlayer);
}
return;
}
npc.GetComponent<Animator>().SetTrigger("Attack01");
}
}
状态持有者实现类:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Enemy : MonoBehaviour
{
private FSMSystem fSM;
private Transform player;
private void Start()
{
fSM = new FSMSystem();
FSMState patrolState = new PatrolState(fSM, player);
patrolState.AddTransition(Transition.SeePlayer, StateID.Chase);
patrolState.AddTransition(Transition.AttackPlayer, StateID.Attack);
//patrolState.AddTransition(Transition.LostPlayer, StateID.Patrol);
FSMState chaseState = new ChaseState(fSM, player);
chaseState.AddTransition(Transition.LostPlayer, StateID.Patrol);
chaseState.AddTransition(Transition.AttackPlayer, StateID.Attack);
//chaseState.AddTransition(Transition.SeePlayer, StateID.Chase);
FSMState attackState = new AttackState(fSM, player);
attackState.AddTransition(Transition.SeePlayer, StateID.Chase);
attackState.AddTransition(Transition.LostPlayer, StateID.Patrol);
//attackState.AddTransition(Transition.AttackPlayer, StateID.Attack);
fSM.AddState(patrolState);
fSM.AddState(chaseState);
fSM.AddState(attackState);
}
private void Update()
{
fSM.Update(gameObject);
}
}
到此这篇关于Unity学习之FSM有限状态机的文章就介绍到这了,更多相关UnityFSM有限状态机内容请搜索编程网以前的文章或继续浏览下面的相关文章希望大家以后多多支持编程网!