刚自学Unity,发现Unity 之所以很火,因为很多系统,编辑器,都设计得如此的强大;
大家用起来都比较容易维护。
自学中,发现,一个挺有趣的系统:Animator,这个在Unity 中,有一个独立的子面板,其中,大家如下面:
以上,就是单个动画的状态机可视化管理界面;
any state就是每次都会处理的状态;(任意状态)
idle(闲置状态)
run(跑动状态)
dead(死亡状态)
大家应该也发现了,idle、run、dead这些状态之间都有一些带有方向的线段连接起来;
这些带方向的线段就是:Transition(等会我的代码,会有对应的类),意思就是设置了一些过渡参数,来从,原来的状态,过渡到:指定的状态;
如图:
而每个Transition其实是可以有多个:过渡管道;(Pipeline,有对应的类),就是管理,状态之间可以过渡的参数管理
以上是单个Pipeline,一个Transition中,含多个Pipeline的话,左边的视图中,带方向的的Transition外观会变成:带有三个方向的箭头:
如图:
以上,一个Transition有,两个Pipeline,第一个是当speed>10时(红色线部份),会从:idle过渡到:run状态,
而第二个Pipeline是,hp>50(看绿色线的部份),也会从:idle过渡到:run状态;
多个Pipeline之间的逻辑是:or,运算符:||的关系,意思是:
if (speed > 10 || hp > 50)
// transilated to run
其中,上图中,大家都应该看到了:Condition,speed,Greater,或是hp,Greater这些设置过渡的参数;
对应FSMParam类,这些参数,是存在于单个FSM的,如图:
FSM相关的声明:(注释挺少的,不过代码600多行,我就不贴上来了,有提供百度网盘下载就可以了,往下看)
/// <summary>
/// 状态机中,当前状态发生改变的事件委托声明
/// </summary>
public delegate void CurStateChangedEventHandler(FSM sender);
/// <summary>
/// 状态机中,当有参数发生变化时的事件委托声明
/// </summary>
public delegate void ParamsChangedEventHandler(FSM sender, ParamsChangedEvent args);
/// <summary>
/// 过渡参数为函数委托的声明
/// </summary>
public delegate bool FSMFuncParamHandler(params object[] objs);
/// <summary>
/// 状态机中,当有参数发生变化时的参数类声明
/// </summary>
public class ParamsChangedEvent : EventArgs;
/// <summary>
/// 有限状态机
/// (
/// 设计思路,参考:Unity 4.3.2f 版本的Mecanim动画系统中的状态机,
/// 根据使用上的功能,来猜想实现思路,当然可能我的实现方式不是最好,
/// 如果大家还有比较好的一些见解,那大家一起交流交流吧。
/// 该博文就不多说其它的,我的文采也不好,直接上代码吧。
/// )
/// @author : Jave.Lin(afeng)
/// @time : 2014-03-11
/// @version: 1.0
/// </summary>
public class FSM;
/// <summary>
/// 状态
/// </summary>
public abstract class State;
/// <summary>
/// 状态之间的过度处理(可包含多个过度管道)
/// </summary>
public class Transition;
/// <summary>
/// 状态之间的过度管道(可包含多个过度条件)
/// </summary>
public class ChangStatePipeline;
/// <summary>
/// 过度参数的成立条件类型
/// </summary>
[Flags]
public enum ConditionType;
/// <summary>
/// 过度参数类型
/// </summary>
public enum FSMParamType;
/// <summary>
/// 过度参数是函数类型
/// </summary>
public class FSMParamFunc : FSMParam;
/// <summary>
/// 过度参数是值类型
/// </summary>
public class FSMParamValue : FSMParam;
/// <summary>
/// 过度的参数类
/// </summary>
public abstract class FSMParam;using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Threading;
namespace FSMTestingProject
{
/// <summary>
/// 测试:有限状态机
/// @author : Jave.Lin(afeng)
/// @time : 2014-03-11
/// @version: 1.0
/// </summary>
class Program
{
static void Main(string[] args)
{
Console.ForegroundColor = ConsoleColor.Green;
var fsm = new FSM("Jave‘s FSM");
Console.WriteLine(string.Format("Start testing :{0}", fsm));
// add event show cur state changed info
fsm.CurStateChangedEvent += (CurStateChangedEventHandler)((sender) =>
{
Console.WriteLine(string.Format("fsm : {0}, had changed cur state, last state : {1}, cur state : {2}", fsm, fsm.LastState, fsm.CurState));
});
// add event show params changed info
fsm.ParamsChangedEvent += (ParamsChangedEventHandler)((sender, paramChangedArgs) =>
{
Console.WriteLine(string.Format(
"param:{1}, src:{2}, to: {3}",
fsm, paramChangedArgs.CurValue.Name, paramChangedArgs.LastValue.Value, paramChangedArgs.CurValue.Value));
});
// add some states
fsm.AddState(new MyState(fsm, "idle"));
fsm.AddState(new MyState(fsm, "run"));
fsm.AddState(new MyState(fsm, "dead"));
fsm.AnyState = new MyState(fsm, "any state");
// set cur state
fsm.SetCurState(fsm.GetState("idle"));
// add fsm some params
fsm.AddParam(new FSMParamValue("speed") { Value = 0 }); // init speed = 0;
fsm.AddParam(new FSMParamValue("hp") { Value = 100 }); // init hp = 100
// idle state add some transition to run
var idleState = fsm.GetState("idle");
var runState = fsm.GetState("run");
if (idleState != null && runState != null)
{
// create transition
var toRunTransition = new Transition(idleState, runState);
// create transition pipelines
var pipeline = new ChangStatePipeline(idleState, runState);
// create pipelines conditions , and add condition
var condition = new PipelineCondition(pipeline, "speed", 10, ConditionType.GreaterEquals);
pipeline.AddCondition(condition);
// transition add pipeline
toRunTransition.AddPipeline(pipeline);
// at last, state add transition
idleState.AddTransition(toRunTransition);
}
// run back to idle
if (idleState != null && runState != null)
{
// create transition
var toRunTransition = new Transition(runState, idleState);
// create transition pipelines
var pipeline = new ChangStatePipeline(runState, idleState);
// create pipelines conditions , and add condition
var condition = new PipelineCondition(pipeline, "speed", 10, ConditionType.Less);
pipeline.AddCondition(condition);
// transition add pipeline
toRunTransition.AddPipeline(pipeline);
// at last, state add transition
runState.AddTransition(toRunTransition);
}
// idle or run state add some transition to dead state‘s transitions
var deadState = fsm.GetState("dead");
if (idleState != null && deadState != null && runState != null)
{
// idle to dead
var trans1 = ToDeadStateTransition(idleState, deadState);
idleState.AddTransition(trans1);
// run to dead
var trans2 = ToDeadStateTransition(runState, deadState);
runState.AddTransition(trans2);
}
//const int updatePerMs = (int)(1f / 60f * 1000);
const int updatePerMs = (int)(1000);
bool speedAdding = true;
// dummy fsm update task
var task = Task.Factory.StartNew((Action)(() =>
{
while (true)
{
fsm.Update();
var speedParam = fsm.GetParam<FSMParamValue>("speed");
if (Convert.ToDouble(speedParam.Value) <= 0)
speedAdding = true;
else if (Convert.ToDouble(speedParam.Value) > 10)
speedAdding = false;
fsm.SetParamValue("speed", Convert.ToDouble(speedParam.Value) + (speedAdding ? 1 : -1)); // to run when speed greater and equals 10, back to idle when speed less than 10
var hpParam = fsm.GetParam<FSMParamValue>("hp");
if (Convert.ToDouble(hpParam.Value) > 0)
{
fsm.SetParamValue("hp", Convert.ToDouble(hpParam.Value) - 5); // minus 10 hp per frame, to dead when hp less and equals 0
}
Thread.Sleep(updatePerMs);
}
}));
Console.ReadLine();
}
static Transition ToDeadStateTransition(State srcState, State targetState)
{
var result = new Transition(srcState, targetState);
var pipeline = new ChangStatePipeline(srcState, targetState);
var condition = new PipelineCondition(pipeline, "hp", 0, ConditionType.LessEquals);
pipeline.AddCondition(condition);
result.AddPipeline(pipeline);
return result;
}
}
class MyState : State
{
public MyState(FSM fsm, string name)
: base(fsm, name)
{
}
public override void EnterState()
{
Console.WriteLine(string.Format("->Enter State : {0}", Name));
}
public override void LeaveState()
{
Console.WriteLine(string.Format("<-LeaveState : {0}", Name));
}
public override void Excute()
{
Console.WriteLine(string.Format("$$Excute State : {0}", Name));
}
}
}
项目运行后,可以看到:
先有:idle 的speed一步一步的+1,到speed >= 10时,状态就变成了:run;
然后再有:run,从speed = 11; 变到speed < 10时,状态变成了:idle;
如图:
最后,大家比较关注的:源项目
转载的话,注声明:
转载于:http://blog.csdn.net/linjf520/article/details/21010637
C# FSM (仿Unity 中的Mecanim动画系统的状态机),布布扣,bubuko.com
C# FSM (仿Unity 中的Mecanim动画系统的状态机)
原文:http://blog.csdn.net/linjf520/article/details/21010637