接下来,我们继续我们的FSM有限状态机的设计,在设计三中我们实现了FSState这个类,我们继续实现FSEvent事件处理类。在FSEvent类里面我们声明了FiniteStateMachine里面定义的委托函数。代码如下:
protected FiniteStateMachine.EnterState mEnterDelegate; protected FiniteStateMachine.PushState mPushDelegate; protected FiniteStateMachine.PopState mPopDelegate;
同时我们定义了一个枚举用于处理有限状态机的状态,使用了System里面自带的封装的一个具有三个参数并返回TResult参数制定的雷兴志的方法。
public Func<object,object,object,bool> mAction = null;
这个FSEvent事件类也是独立的,不继承Mono。它的核心功能主要是处理FSState的Enter,Push,Pop。代码如下:
public FSState Enter(string stateName) { mTargetState = stateName; eType = EventType.ENTER; return mStateOwner; } public FSState Push(string stateName) { mTargetState = stateName; eType = EventType.PUSH; return mStateOwner; } public void Pop() { eType = EventType.POP; } public void Execute(object o1,object o2,object o3) { if (eType == EventType.POP) { mPopDelegate(); } else if (eType == EventType.PUSH) { mPushDelegate(mTargetState, mOwner.CurrentState.StateName); } else if (eType == EventType.ENTER) { mEnterDelegate(mTargetState); } else if (mAction != null) { mAction(o1, o2, o3); } }
总的来说,FSEvent是通过调用Enter,Push,Pop,Execute执行状态的切换。下面把整个代码给大家展现一下:
using System; public class FSEvent { protected FiniteStateMachine.EnterState mEnterDelegate; protected FiniteStateMachine.PushState mPushDelegate; protected FiniteStateMachine.PopState mPopDelegate; protected enum EventType { NONE, ENTER, PUSH, POP }; protected string mEventName; protected FSState mStateOwner; protected string mTargetState; protected FiniteStateMachine mOwner; protected EventType eType; public Func<object,object,object,bool> mAction = null; public FSEvent(string name, string target, FSState state, FiniteStateMachine owner, FiniteStateMachine.EnterState e, FiniteStateMachine.PushState pu, FiniteStateMachine.PopState po) { mStateOwner = state; mEventName = name; mTargetState = target; mOwner = owner; eType = EventType.NONE; mEnterDelegate = e; mPushDelegate = pu; mPopDelegate = po; } public FSState Enter(string stateName) { mTargetState = stateName; eType = EventType.ENTER; return mStateOwner; } public FSState Push(string stateName) { mTargetState = stateName; eType = EventType.PUSH; return mStateOwner; } public void Pop() { eType = EventType.POP; } public void Execute(object o1,object o2,object o3) { if (eType == EventType.POP) { mPopDelegate(); } else if (eType == EventType.PUSH) { mPushDelegate(mTargetState, mOwner.CurrentState.StateName); } else if (eType == EventType.ENTER) { mEnterDelegate(mTargetState); } else if (mAction != null) { mAction(o1, o2, o3); } } }
设计四把FSM常用的类已经封装好了,接下来我们会在设计五中去封装一个EventSystem类。用于处理事件的注册,分发等功能。
本文出自 “海游移动” 博客,请务必保留此出处http://jxwgame.blog.51cto.com/943299/1612173
原文地址:http://jxwgame.blog.51cto.com/943299/1612173