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 | using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using System.Runtime.CompilerServices;
using UnityEngine;
using Object = System.Object;
public enum StateTransition
{
    Safe,
    Overwrite,
}
public interface IStateMachine
{
    MonoBehaviour Component { get; }
    StateMapping CurrentStateMap { get; }
    bool IsInTransition { get; }
}
public class StateMachine<T> : IStateMachine where T : struct, IConvertible, IComparable
{
    public event Action<T> Changed;
    private StateMachineRunner engine;
    private MonoBehaviour component;
    private StateMapping lastState;
    private StateMapping currentState;
    private StateMapping destinationState;
    private Dictionary<object, StateMapping> stateLookup;
    private bool isInTransition = false;
    private IEnumerator currentTransition;
    private IEnumerator exitRoutine;
    private IEnumerator enterRoutine;
    private IEnumerator queuedChange;
    public StateMachine(StateMachineRunner engine, MonoBehaviour component)
    {
        this.engine = engine;
        this.component = component;
        //Define States
        var values = Enum.GetValues(typeof(T));
        if (values.Length < 1) { throw new ArgumentException("Enum provided to Initialize must have at least 1 visible definition"); }
        stateLookup = new Dictionary<object, StateMapping>();
        for (int i = 0; i < values.Length; i++)
        {
            var mapping = new StateMapping((Enum) values.GetValue(i));
            stateLookup.Add(mapping.state, mapping);
        }
        //Reflect methods
        var methods = component.GetType().GetMethods(BindingFlags.Instance | BindingFlags.DeclaredOnly | BindingFlags.Public |
                                  BindingFlags.NonPublic);
        //Bind methods to states
        var separator = "_".ToCharArray();
        for (int i = 0; i < methods.Length; i++)
        {
            if (methods[i].GetCustomAttributes(typeof(CompilerGeneratedAttribute), true).Length != 0)
            {
                continue;
            }
            var names = methods[i].Name.Split(separator);
            //Ignore functions without an underscore
            if (names.Length <= 1)
            {
                continue;
            }
            Enum key;
            try
            {
                key = (Enum) Enum.Parse(typeof(T), names[0]);
            }
            catch (ArgumentException)
            {
                //Not an method as listed in the state enum
                continue;
            }
            var targetState = stateLookup[key];
            switch (names[1])
            {
                case "Enter":
                    if (methods[i].ReturnType == typeof(IEnumerator))
                    {
                        targetState.hasEnterRoutine = true;
                        targetState.EnterRoutine = CreateDelegate<Func<IEnumerator>>(methods[i], component);
                    }
                    else
                    {
                        targetState.hasEnterRoutine = false;
                        targetState.EnterCall = CreateDelegate<Action>(methods[i], component);
                    }
                    break;
                case "Exit":
                    if (methods[i].ReturnType == typeof(IEnumerator))
                    {
                        targetState.hasExitRoutine = true;
                        targetState.ExitRoutine = CreateDelegate<Func<IEnumerator>>(methods[i], component);
                    }
                    else
                    {
                        targetState.hasExitRoutine = false;
                        targetState.ExitCall = CreateDelegate<Action>(methods[i], component);
                    }
                    break;
                case "Finally":
                    targetState.Finally = CreateDelegate<Action>(methods[i], component);
                    break;
                case "Update":
                    targetState.Update = CreateDelegate<Action>(methods[i], component);
                    break;
                case "LateUpdate":
                    targetState.LateUpdate = CreateDelegate<Action>(methods[i], component);
                    break;
                case "FixedUpdate":
                    targetState.FixedUpdate = CreateDelegate<Action>(methods[i], component);
                    break;
                case "OnCollisionEnter":
                    targetState.OnCollisionEnter = CreateDelegate<Action<Collision>>(methods[i], component);
                    break;
            }
        }
        //Create nil state mapping
        currentState = new StateMapping(null);
    }
    private V CreateDelegate<V>(MethodInfo method, Object target) where V : class
    {
        var ret = (Delegate.CreateDelegate(typeof(V), target, method) as V);
        if (ret == null)
        {
            throw new ArgumentException("Unabled to create delegate for method called " + method.Name);
        }
        return ret;
    }
    public void ChangeState(T newState)
    {
        ChangeState(newState, StateTransition.Safe);
    }
    public void ChangeState(T newState, StateTransition transition)
    {
        if (stateLookup == null)
        {
            throw new Exception("States have not been configured, please call initialized before trying to set state");
        }
        if (!stateLookup.ContainsKey(newState))
        {
            throw new Exception("No state with the name " + newState.ToString() + " can be found. Please make sure you are called the correct type the statemachine was initialized with");
        }
        var nextState = stateLookup[newState];
        if (currentState == nextState) return;
        //Cancel any queued changes.
        if (queuedChange != null)
        {
            engine.StopCoroutine(queuedChange);
            queuedChange = null;
        }
        switch (transition)
        {
            //case StateMachineTransition.Blend:
            //Do nothing - allows the state transitions to overlap each other. This is a dumb idea, as previous state might trigger new changes. 
            //A better way would be to start the two couroutines at the same time. IE don't wait for exit before starting start.
            //How does this work in terms of overwrite?
            //Is there a way to make this safe, I don't think so? 
            //break;
            case StateTransition.Safe:
                if (isInTransition)
                {
                    if (exitRoutine != null) //We are already exiting current state on our way to our previous target state
                    {
                        //Overwrite with our new target
                        destinationState = nextState;
                        return;
                    }
                    if (enterRoutine != null) //We are already entering our previous target state. Need to wait for that to finish and call the exit routine.
                    {
                        //Damn, I need to test this hard
                        queuedChange = WaitForPreviousTransition(nextState);
                        engine.StartCoroutine(queuedChange);
                        return;
                    }
                }
                break;
            case StateTransition.Overwrite:
                if (currentTransition != null)
                {
                    engine.StopCoroutine(currentTransition);
                }
                if (exitRoutine != null)
                {
                    engine.StopCoroutine(exitRoutine);
                }
                if (enterRoutine != null)
                {
                    engine.StopCoroutine(enterRoutine);
                }
                //Note: if we are currently in an EnterRoutine and Exit is also a routine, this will be skipped in ChangeToNewStateRoutine()
                break;
        }
        if ((currentState != null && currentState.hasExitRoutine) || nextState.hasEnterRoutine)
        {
            isInTransition = true;
            currentTransition = ChangeToNewStateRoutine(nextState, transition);
            engine.StartCoroutine(currentTransition);
        }
        else //Same frame transition, no coroutines are present
        {
            if (currentState != null)
            {
                currentState.ExitCall();
                currentState.Finally();
            }
            lastState = currentState;
            currentState = nextState;
            if (currentState != null)
            {
                currentState.EnterCall();
                if (Changed != null)
                {
                    Changed((T) currentState.state);
                }
            }
            isInTransition = false;
        }
    }
    private IEnumerator ChangeToNewStateRoutine(StateMapping newState, StateTransition transition)
    {
        destinationState = newState; //Chache this so that we can overwrite it and hijack a transition
        if (currentState != null)
        {
            if (currentState.hasExitRoutine)
            {
                exitRoutine = currentState.ExitRoutine();
                if (exitRoutine != null && transition != StateTransition.Overwrite) //Don't wait for exit if we are overwriting
                {
                    yield return engine.StartCoroutine(exitRoutine);
                }
                exitRoutine = null;
            }
            else
            {
                currentState.ExitCall();
            }
            currentState.Finally();
        }
        lastState = currentState;
        currentState = destinationState;
        if (currentState != null)
        {
            if (currentState.hasEnterRoutine)
            {
                enterRoutine = currentState.EnterRoutine();
                if (enterRoutine != null)
                {
                    yield return engine.StartCoroutine(enterRoutine);
                }
                enterRoutine = null;
            }
            else
            {
                currentState.EnterCall();
            }
            //Broadcast change only after enter transition has begun. 
            if (Changed != null)
            {
                Changed((T) currentState.state);
            }
        }
        isInTransition = false;
    }
    IEnumerator WaitForPreviousTransition(StateMapping nextState)
    {
        while (isInTransition)
        {
            yield return null;
        }
        ChangeState((T) nextState.state);
    }
    public T LastState
    {
        get
        {
            if (lastState == null) return default(T);
            return (T) lastState.state;
        }
    }
    public T State
    {
        get { return (T) currentState.state; }
    }
    public bool IsInTransition
    {
        get { return isInTransition; }
    }
    public StateMapping CurrentStateMap
    {
        get { return currentState; }
    }
    public MonoBehaviour Component
    {
        get { return component; }
    }
    /// <summary>
    /// Inspects a MonoBehaviour for state methods as definied by the supplied Enum, and returns a stateMachine instance used to trasition states.
    /// </summary>
    /// <param name="component">The component with defined state methods</param>
    /// <returns>A valid stateMachine instance to manage MonoBehaviour state transitions</returns>
    public static StateMachine<T> Initialize(MonoBehaviour component)
    {
        var engine = component.GetComponent<StateMachineRunner>();
        if (engine == null) engine = component.gameObject.AddComponent<StateMachineRunner>();
        return engine.Initialize<T>(component);
    }
    /// <summary>
    /// Inspects a MonoBehaviour for state methods as definied by the supplied Enum, and returns a stateMachine instance used to trasition states. 
    /// </summary>
    /// <param name="component">The component with defined state methods</param>
    /// <param name="startState">The default starting state</param>
    /// <returns>A valid stateMachine instance to manage MonoBehaviour state transitions</returns>
    public static StateMachine<T> Initialize(MonoBehaviour component, T startState)
    {
        var engine = component.GetComponent<StateMachineRunner>();
        if (engine == null) engine = component.gameObject.AddComponent<StateMachineRunner>();
        return engine.Initialize<T>(component, startState);
    }
}
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