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Finite State Machine 有限状态机

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?????首先这是一篇FSM翻译,关于Finite State Machine 的架构赏析,如果项目对ai需求不是非常强,可以在此基础上扩展,keyle也是在学习中欢迎交流,后面两篇计划是在写一篇Behavior?Tree(行为树),最后一篇实现基于Lua的AI的热更新?QQ群交流:137728654
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Finite State Machine

Contents

Description

本文介绍的有限状态机框架基于游戏编程精粹1 208页,有限状态机框架实现,游戏编程精粹1是用C++语言描述的,下载链接在文末
This is a Deterministic Finite State Machine framework based on chapter 3.1 of Game Programming Gems 1 by Eric Dybsend. Therea are two classes and two enums. Include them in your project and follow the explanations to get the FSM working properly. There‘s also a complete example script at the end of this page.


Components

  • Transition enum: This enum contains the labels to the transitions that can be fired by the system. Don‘t change the first label, NullTransition, as the FSMSystem class uses it.
    • 转换枚举:为系统中出现的状态转换分配标签,不要改变(移除)NullTransstion标签,FSMSystem会使用到
  • StateID enum: This is the ID of the states the game may have. You could use references to the real States‘ classes but using enums makes the system less susceptible to have code having access to objects it is not supposed to. All the states‘ ids should be placed here. Don‘t change the first label, NullStateID, as the FSMSystem class uses it.
    • 状态枚举:StateID作为你的游戏中的状态id你可以引用真实的状态类,但是真实的状态类不应该被代码直接访问到不要改变(移除)NullTransstion标签,FSMSystem会使用到
  • FSMState class: This class has a Dictionary with pairs (Transition-StateID) indicating which new state S2 the FSM should go to when a transition T is fired and the current state is S1. It has methods to add and delete pairs (Transition-StateID), a method to check which state to go to if a transition is passed to it. Two methods are used in the example given to check which transition should be fired (Reason()) and which action(s) (Act()) the GameObject that has the FSMState attached should do. You don‘t have to use this schema, but some kind of transition-action code must be used in your game.
    • FSM状态类 :这个类有一个字典结构<转换枚举,状态枚举>,如果现在的状态是S1,转换条件T被处罚,FSM将切换到S2,这个切换的实现方式是删除/增加字典结构中的集合,通过一个方法去检测转换条件,在examplezhong使用了两个方法,Reason()用以检测过渡到哪种状态,Act()用于处理GameObject,你可以不使用此架构,但是在你的游戏中必须含有过渡动作的处理代码
  • FSMSystem: This is the Finite State Machine class that each NPC or GameObject in your game must have in order to use the framework. It stores the NPC‘s States in a List, has methods to add and delete a state and a method to change the current state based on a transition passed to it (PerformTransition()). You can call this method anywhere within your code, as in a collision test, or within Update() or FixedUpdate().
    • FSMSystem使用的前提是你的游戏中有NPC和GameObject,它把NPC的状态都存储到一个List中,它有一个方法去增加或者删除State,也有一个方法用来改变当前的状态基于(PreformTranstion()),你可以在代码的任意一处调用,碰撞测试,Update()或者FixedUpdate()
?
C# - FSMSystem.cs

?
How?to?use:
使用指引:

? ? ? ? 1.?Place?the?labels?for?the?transitions?and?the?states?of?the?Finite?State?System
? ? ? ? ? ? in?the?corresponding?enums.
? ? ? ? ? ? 替换相应的transition枚举与state枚举
?
? ? ? ? 2.?Write?new?class(es)?inheriting?from?FSMState?and?fill?each?one?with?pairs?(transition-state).
? ? ? ? ? ? These?pairs?represent?the?state?S2?the?FSMSystem?should?be?if?while?being?on?state?S1,?a
? ? ? ? ? ? transition?T?is?fired?and?state?S1?has?a?transition?from?it?to?S2.?Remember?this?is?a?Deterministic?FSM.?
? ? ? ? ? ? You?can‘t?have?one?transition?leading?to?two?different?states.
? ? ? ? ? ? 写一个类继承FSMState并且使用加入对应的transition - state,S2状态是由T这个转换条件触发后由S1过渡到S2,请记住这是有限状态机,所以你不能从一种转换(transition)同时过渡到两种状态?
?
? ? ? ? ? ?Method?Reason?is?used?to?determine?which?transition?should?be?fired.
? ? ? ? ? ?You?can?write?the?code?to?fire?transitions?in?another?place,?and?leave?this?method?empty?if?you
? ? ? ? ? ?feel?it‘s?more?appropriate?to?your?project.
? ? ?? ? ? Reason方法用来判断是否需要转换状态应该转换到哪个状态,如果你感觉不使用Reason不适合你的项目,那就自己写呗
?
? ? ? ? ? ?Method?Act?has?the?code?to?perform?the?actions?the?NPC?is?supposed?do?if?it‘s?on?this?state.
? ? ? ? ? ?You?can?write?the?code?for?the?actions?in?another?place,?and?leave?this?method?empty?if?you
? ? ? ? ? ?feel?it‘s?more?appropriate?to?your?project.
? ? ?? ? ? Act方法用于NPC的处理,如果你觉得不适合你的项目,那就自己写呗
?
? ? ? ? 3.?Create?an?instance?of?FSMSystem?class?and?add?the?states?to?it.
? ? ?? ? ? 创建一个FSMSystem的实例,并添加状态
?
? ? ? ? 4.?Call?Reason?and?Act?(or?whichever?methods?you?have?for?firing?transitions?and?making?the?NPCs
? ? ? ? ? ? ?behave?in?your?game)?from?your?Update?or?FixedUpdate?methods.
? ? ?? ? ?在Update/FixUpdate调用Reason和Act
?
? ? ? ? Asynchronous?transitions?from?Unity?Engine,?like?OnTriggerEnter,?SendMessage,?can?also?be?used,?
? ? ? ? just?call?the?Method?PerformTransition?from?your?FSMSystem?instance?with?the?correct?Transition?
? ? ? ? when?the?event?occurs.
? ? ? ? Unity引擎的异步状态转换可以通过如 :?OnTriggerEnter,?SendMessage,只需要从FSMSystem实例中调用PerformTransition,进行正确的转换
?

using?System;
using?System.Collections;
using?System.Collections.Generic;
using?UnityEngine;
?
/**
A?Finite?State?Machine?System?based?on?Chapter?3.1?of?Game?Programming?Gems?1?by?Eric?Dybsand
?
Written?by?Roberto?Cezar?Bianchini,?July?2010
?
?
How?to?use:
? ? ? ? 1.?Place?the?labels?for?the?transitions?and?the?states?of?the?Finite?State?System
? ? ? ? ? ? in?the?corresponding?enums.
? ? ? ? ??
?
? ? ? ? 2.?Write?new?class(es)?inheriting?from?FSMState?and?fill?each?one?with?pairs?(transition-state).
? ? ? ? ? ? These?pairs?represent?the?state?S2?the?FSMSystem?should?be?if?while?being?on?state?S1,?a
? ? ? ? ? ? transition?T?is?fired?and?state?S1?has?a?transition?from?it?to?S2.?Remember?this?is?a?Deterministic?FSM.?
? ? ? ? ? ? You?can‘t?have?one?transition?leading?to?two?different?states.
?
? ? ? ? ? ?Method?Reason?is?used?to?determine?which?transition?should?be?fired.
? ? ? ? ? ?You?can?write?the?code?to?fire?transitions?in?another?place,?and?leave?this?method?empty?if?you
? ? ? ? ? ?feel?it‘s?more?appropriate?to?your?project.
?
? ? ? ? ? ?Method?Act?has?the?code?to?perform?the?actions?the?NPC?is?supposed?do?if?it‘s?on?this?state.
? ? ? ? ? ?You?can?write?the?code?for?the?actions?in?another?place,?and?leave?this?method?empty?if?you
? ? ? ? ? ?feel?it‘s?more?appropriate?to?your?project.
?
? ? ? ? 3.?Create?an?instance?of?FSMSystem?class?and?add?the?states?to?it.
?
? ? ? ? 4.?Call?Reason?and?Act?(or?whichever?methods?you?have?for?firing?transitions?and?making?the?NPCs
? ? ? ? ? ? ?behave?in?your?game)?from?your?Update?or?FixedUpdate?methods.
?
? ? ? ? Asynchronous?transitions?from?Unity?Engine,?like?OnTriggerEnter,?SendMessage,?can?also?be?used,?
? ? ? ? just?call?the?Method?PerformTransition?from?your?FSMSystem?instance?with?the?correct?Transition?
? ? ? ? when?the?event?occurs.
?
?
?
THE?SOFTWARE?IS?PROVIDED?"AS?IS",?WITHOUT?WARRANTY?OF?ANY?KIND,?EXPRESS?OR?IMPLIED,?
INCLUDING?BUT?NOT?LIMITED?TO?THE?WARRANTIES?OF?MERCHANTABILITY,?FITNESS?FOR?A?PARTICULAR?PURPOSE?
AND?NON-INFRINGEMENT.?IN?NO?EVENT?SHALL?THE?AUTHORS?OR?COPYRIGHT?HOLDERS?BE?LIABLE?FOR?ANY?CLAIM,?
DAMAGES?OR?OTHER?LIABILITY,?WHETHER?IN?AN?ACTION?OF?CONTRACT,?TORT?OR?OTHERWISE,?ARISING?FROM,?
OUT?OF?OR?IN?CONNECTION?WITH?THE?SOFTWARE?OR?THE?USE?OR?OTHER?DEALINGS?IN?THE?SOFTWARE.
*/

?
?
///?<summary>
///?Place?the?labels?for?the?Transitions?in?this?enum.
///?Don‘t?change?the?first?label,?NullTransition?as?FSMSystem?class?uses?it.
///?</summary>
public?enum?Transition
{
? ? NullTransition?=?0,?//?Use?this?transition?to?represent?a?non-existing?transition?in?your?system
}
?
///?<summary>
///?Place?the?labels?for?the?States?in?this?enum.
///?Don‘t?change?the?first?label,?NullTransition?as?FSMSystem?class?uses?it.
///?</summary>
public?enum?StateID
{
? ? NullStateID?=?0,?//?Use?this?ID?to?represent?a?non-existing?State?in?your?system? ? ? ?
}
?
///?<summary>
///?This?class?represents?the?States?in?the?Finite?State?System.
///?Each?state?has?a?Dictionary?with?pairs?(transition-state)?showing
///?which?state?the?FSM?should?be?if?a?transition?is?fired?while?this?state
///?is?the?current?state.
///?Method?Reason?is?used?to?determine?which?transition?should?be?fired?.
///?Method?Act?has?the?code?to?perform?the?actions?the?NPC?is?supposed?do?if?it‘s?on?this?state.
///?</summary>
public?abstract?class?FSMState
{
? ? protected?Dictionary<Transition,?StateID>?map?=?new?Dictionary<Transition,?StateID>();
? ? protected?StateID?stateID;
? ? public?StateID?ID?{?get?{?return?stateID;?}?}
?
? ? public?void?AddTransition(Transition?trans,?StateID?id)
? ? {
? ? ? ? //?Check?if?anyone?of?the?args?is?invalid
? ? ? ? if?(trans?==?Transition.NullTransition)
? ? ? ? {
? ? ? ? ? ? Debug.LogError("FSMState?ERROR:?NullTransition?is?not?allowed?for?a?real?transition");
? ? ? ? ? ? return;
? ? ? ? }
?
? ? ? ? if?(id?==?StateID.NullStateID)
? ? ? ? {
? ? ? ? ? ? Debug.LogError("FSMState?ERROR:?NullStateID?is?not?allowed?for?a?real?ID");
? ? ? ? ? ? return;
? ? ? ? }
?
? ? ? ? //?Since?this?is?a?Deterministic?FSM,
? ? ? ? //? ?check?if?the?current?transition?was?already?inside?the?map
? ? ? ? if?(map.ContainsKey(trans))
? ? ? ? {
? ? ? ? ? ? Debug.LogError("FSMState?ERROR:?State?"?+?stateID.ToString()?+?"?already?has?transition?"?+?trans.ToString()?+?
? ? ? ? ? ? ? ? ? ? ? ? ? ?"Impossible?to?assign?to?another?state");
? ? ? ? ? ? return;
? ? ? ? }
?
? ? ? ? map.Add(trans,?id);
? ? }
?
? ? ///?<summary>
? ? ///?This?method?deletes?a?pair?transition-state?from?this?state‘s?map.
? ? ///?If?the?transition?was?not?inside?the?state‘s?map,?an?ERROR?message?is?printed.
? ? ///?</summary>
? ? public?void?DeleteTransition(Transition?trans)
? ? {
? ? ? ? //?Check?for?NullTransition
? ? ? ? if?(trans?==?Transition.NullTransition)
? ? ? ? {
? ? ? ? ? ? Debug.LogError("FSMState?ERROR:?NullTransition?is?not?allowed");
? ? ? ? ? ? return;
? ? ? ? }
?
? ? ? ? //?Check?if?the?pair?is?inside?the?map?before?deleting
? ? ? ? if?(map.ContainsKey(trans))
? ? ? ? {
? ? ? ? ? ? map.Remove(trans);
? ? ? ? ? ? return;
? ? ? ? }
? ? ? ? Debug.LogError("FSMState?ERROR:?Transition?"?+?trans.ToString()?+?"?passed?to?"?+?stateID.ToString()?+?
? ? ? ? ? ? ? ? ? ? ? ?"?was?not?on?the?state‘s?transition?list");
? ? }
?
? ? ///?<summary>
? ? ///?This?method?returns?the?new?state?the?FSM?should?be?if
? ? ///? ? this?state?receives?a?transition?and?
? ? ///?</summary>
? ? public?StateID?GetOutputState(Transition?trans)
? ? {
? ? ? ? //?Check?if?the?map?has?this?transition
? ? ? ? if?(map.ContainsKey(trans))
? ? ? ? {
? ? ? ? ? ? return?map[trans];
? ? ? ? }
? ? ? ? return?StateID.NullStateID;
? ? }
?
? ? ///?<summary>
? ? ///?This?method?is?used?to?set?up?the?State?condition?before?entering?it.
? ? ///?It?is?called?automatically?by?the?FSMSystem?class?before?assigning?it
? ? ///?to?the?current?state.
? ? ///?</summary>
? ? public?virtual?void?DoBeforeEntering()?{?}
?
? ? ///?<summary>
? ? ///?This?method?is?used?to?make?anything?necessary,?as?reseting?variables
? ? ///?before?the?FSMSystem?changes?to?another?one.?It?is?called?automatically
? ? ///?by?the?FSMSystem?before?changing?to?a?new?state.
? ? ///?</summary>
? ? public?virtual?void?DoBeforeLeaving()?{?}?
?
? ? ///?<summary>
? ? ///?This?method?decides?if?the?state?should?transition?to?another?on?its?list
? ? ///?NPC?is?a?reference?to?the?object?that?is?controlled?by?this?class
? ? ///?</summary>
? ? public?abstract?void?Reason(GameObject?player,?GameObject?npc);
?
? ? ///?<summary>
? ? ///?This?method?controls?the?behavior?of?the?NPC?in?the?game?World.
? ? ///?Every?action,?movement?or?communication?the?NPC?does?should?be?placed?here
? ? ///?NPC?is?a?reference?to?the?object?that?is?controlled?by?this?class
? ? ///?</summary>
? ? public?abstract?void?Act(GameObject?player,?GameObject?npc);
?
}?//?class?FSMState
?
?
///?<summary>
///?FSMSystem?class?represents?the?Finite?State?Machine?class.
///? It?has?a?List?with?the?States?the?NPC?has?and?methods?to?add,
///? delete?a?state,?and?to?change?the?current?state?the?Machine?is?on.
///?</summary>
public?class?FSMSystem
{
? ? private?List<FSMState>?states;
?
? ? //?The?only?way?one?can?change?the?state?of?the?FSM?is?by?performing?a?transition
? ? //?Don‘t?change?the?CurrentState?directly
? ? private?StateID?currentStateID;
? ? public?StateID?CurrentStateID?{?get?{?return?currentStateID;?}?}
? ? private?FSMState?currentState;
? ? public?FSMState?CurrentState?{?get?{?return?currentState;?}?}
?
? ? public?FSMSystem()
? ? {
? ? ? ? states?=?new?List<FSMState>();
? ? }
?
? ? ///?<summary>
? ? ///?This?method?places?new?states?inside?the?FSM,
? ? ///?or?prints?an?ERROR?message?if?the?state?was?already?inside?the?List.
? ? ///?First?state?added?is?also?the?initial?state.
? ? ///?</summary>
? ? public?void?AddState(FSMState?s)
? ? {
? ? ? ? //?Check?for?Null?reference?before?deleting
? ? ? ? if?(s?==?null)
? ? ? ? {
? ? ? ? ? ? Debug.LogError("FSM?ERROR:?Null?reference?is?not?allowed");
? ? ? ? }
?
? ? ? ? //?First?State?inserted?is?also?the?Initial?state,
? ? ? ? //? ?the?state?the?machine?is?in?when?the?simulation?begins
? ? ? ? if?(states.Count?==?0)
? ? ? ? {
? ? ? ? ? ? states.Add(s);
? ? ? ? ? ? currentState?=?s;
? ? ? ? ? ? currentStateID?=?s.ID;
? ? ? ? ? ? return;
? ? ? ? }
?
? ? ? ? //?Add?the?state?to?the?List?if?it‘s?not?inside?it
? ? ? ? foreach?(FSMState?state?in?states)
? ? ? ? {
? ? ? ? ? ? if?(state.ID?==?s.ID)
? ? ? ? ? ? {
? ? ? ? ? ? ? ? Debug.LogError("FSM?ERROR:?Impossible?to?add?state?"?+?s.ID.ToString()?+?
? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ?"?because?state?has?already?been?added");
? ? ? ? ? ? ? ? return;
? ? ? ? ? ? }
? ? ? ? }
? ? ? ? states.Add(s);
? ? }
?
? ? ///?<summary>
? ? ///?This?method?delete?a?state?from?the?FSM?List?if?it?exists,?
? ? ///? ?or?prints?an?ERROR?message?if?the?state?was?not?on?the?List.
? ? ///?</summary>
? ? public?void?DeleteState(StateID?id)
? ? {
? ? ? ? //?Check?for?NullState?before?deleting
? ? ? ? if?(id?==?StateID.NullStateID)
? ? ? ? {
? ? ? ? ? ? Debug.LogError("FSM?ERROR:?NullStateID?is?not?allowed?for?a?real?state");
? ? ? ? ? ? return;
? ? ? ? }
?
? ? ? ? //?Search?the?List?and?delete?the?state?if?it‘s?inside?it
? ? ? ? foreach?(FSMState?state?in?states)
? ? ? ? {
? ? ? ? ? ? if?(state.ID?==?id)
? ? ? ? ? ? {
? ? ? ? ? ? ? ? states.Remove(state);
? ? ? ? ? ? ? ? return;
? ? ? ? ? ? }
? ? ? ? }
? ? ? ? Debug.LogError("FSM?ERROR:?Impossible?to?delete?state?"?+?id.ToString()?+?
? ? ? ? ? ? ? ? ? ? ? ?".?It?was?not?on?the?list?of?states");
? ? }
?
? ? ///?<summary>
? ? ///?This?method?tries?to?change?the?state?the?FSM?is?in?based?on
? ? ///?the?current?state?and?the?transition?passed.?If?current?state
? ? ///? doesn‘t?have?a?target?state?for?the?transition?passed,?
? ? ///?an?ERROR?message?is?printed.
? ? ///?</summary>
? ? public?void?PerformTransition(Transition?trans)
? ? {
? ? ? ? //?Check?for?NullTransition?before?changing?the?current?state
? ? ? ? if?(trans?==?Transition.NullTransition)
? ? ? ? {
? ? ? ? ? ? Debug.LogError("FSM?ERROR:?NullTransition?is?not?allowed?for?a?real?transition");
? ? ? ? ? ? return;
? ? ? ? }
?
? ? ? ? //?Check?if?the?currentState?has?the?transition?passed?as?argument
? ? ? ? StateID?id?=?currentState.GetOutputState(trans);
? ? ? ? if?(id?==?StateID.NullStateID)
? ? ? ? {
? ? ? ? ? ? Debug.LogError("FSM?ERROR:?State?"?+?currentStateID.ToString()?+? "?does?not?have?a?target?state?"?+?
? ? ? ? ? ? ? ? ? ? ? ? ? ?"?for?transition?"?+?trans.ToString());
? ? ? ? ? ? return;
? ? ? ? }
?
? ? ? ? //?Update?the?currentStateID?and?currentState? ? ? ? ? ? ? ?
? ? ? ? currentStateID?=?id;
? ? ? ? foreach?(FSMState?state?in?states)
? ? ? ? {
? ? ? ? ? ? if?(state.ID?==?currentStateID)
? ? ? ? ? ? {
? ? ? ? ? ? ? ? //?Do?the?post?processing?of?the?state?before?setting?the?new?one
? ? ? ? ? ? ? ? currentState.DoBeforeLeaving();
?
? ? ? ? ? ? ? ? currentState?=?state;
?
? ? ? ? ? ? ? ? //?Reset?the?state?to?its?desired?condition?before?it?can?reason?or?act
? ? ? ? ? ? ? ? currentState.DoBeforeEntering();
? ? ? ? ? ? ? ? break;
? ? ? ? ? ? }
? ? ? ? }
?
? ? }?//?PerformTransition()
?
}?//class?FSMSystem

Example

Here‘s an example that implements the above framework. The GameObject with this script follows a path of waypoints and starts chasing a target if it comes within a certain distance from it. Attach this class to your NPC. Besides the framework transition and stateid enums, you also have to setup a reference to the waypoints and to the target (player). I used FixedUpdate() in the MonoBehaviour because the NPC reasoning schema doesn‘t need to be called every frame, but you can change that and use Update().

using?System;
using?System.Collections.Generic;
using?System.Text;
using?UnityEngine;
?
[RequireComponent(typeof(Rigidbody))]
public?class?NPCControl?:?MonoBehaviour
{
? ? public?GameObject?player;
? ? public?Transform[]?path;
? ? private?FSMSystem?fsm;
?
? ? public?void?SetTransition(Transition?t)?{?fsm.PerformTransition(t);?}
?
? ? public?void?Start()
? ? {
? ? ? ? MakeFSM();
? ? }
?
? ? public?void?FixedUpdate()
? ? {
? ? ? ? fsm.CurrentState.Reason(player,?gameObject);
? ? ? ? fsm.CurrentState.Act(player,?gameObject);
? ? }
?
? ? ? ? //?The?NPC?has?two?states:?FollowPath?and?ChasePlayer
? ? ? ? //?If?it‘s?on?the?first?state?and?SawPlayer?transition?is?fired,?it?changes?to?ChasePlayer
? ? ? ? //?If?it‘s?on?ChasePlayerState?and?LostPlayer?transition?is?fired,?it?returns?to?FollowPath
? ? private?void?MakeFSM()
? ? {
? ? ? ? FollowPathState?follow?=?new?FollowPathState(path);
? ? ? ? follow.AddTransition(Transition.SawPlayer,?StateID.ChasingPlayer);
?
? ? ? ? ChasePlayerState?chase?=?new?ChasePlayerState();
? ? ? ? chase.AddTransition(Transition.LostPlayer,?StateID.FollowingPath);
?
? ? ? ? fsm?=?new?FSMSystem();
? ? ? ? fsm.AddState(follow);
? ? ? ? fsm.AddState(chase);
? ? }
}
?
public?class?FollowPathState?:?FSMState
{
? ? private?int?currentWayPoint;
? ? private?Transform[]?waypoints;
?
? ? public?FollowPathState(Transform[]?wp)?
? ? {?
? ? ? ? waypoints?=?wp;
? ? ? ? currentWayPoint?=?0;
? ? ? ? stateID?=?StateID.FollowingPath;
? ? }
?
? ? public?override?void?Reason(GameObject?player,?GameObject?npc)
? ? {
? ? ? ? //?If?the?Player?passes?less?than?15?meters?away?in?front?of?the?NPC
? ? ? ? RaycastHit?hit;
? ? ? ? if?(Physics.Raycast(npc.transform.position,?npc.transform.forward,?out?hit,?15F))
? ? ? ? {
? ? ? ? ? ? if?(hit.transform.gameObject.tag?==?"Player")
? ? ? ? ? ? ? ? npc.GetComponent<NPCControl>().SetTransition(Transition.SawPlayer);
? ? ? ? }
? ? }
?
? ? public?override?void?Act(GameObject?player,?GameObject?npc)
? ? {
? ? ? ? //?Follow?the?path?of?waypoints
? ? ? ? ? ? ? ? //?Find?the?direction?of?the?current?way?point?
? ? ? ? Vector3?vel?=?npc.rigidbody.velocity;
? ? ? ? Vector3?moveDir?=?waypoints[currentWayPoint].position?-?npc.transform.position;
?
? ? ? ? if?(moveDir.magnitude?<?1)
? ? ? ? {
? ? ? ? ? ? currentWayPoint++;
? ? ? ? ? ? if?(currentWayPoint?>=?waypoints.Length)
? ? ? ? ? ? {
? ? ? ? ? ? ? ? currentWayPoint?=?0;
? ? ? ? ? ? }
? ? ? ? }
? ? ? ? else
? ? ? ? {
? ? ? ? ? ? vel?=?moveDir.normalized?*?10;
?
? ? ? ? ? ? //?Rotate?towards?the?waypoint
? ? ? ? ? ? npc.transform.rotation?=?Quaternion.Slerp(npc.transform.rotation,
? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? Quaternion.LookRotation(moveDir),
? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? 5?*?Time.deltaTime);
? ? ? ? ? ? npc.transform.eulerAngles?=?new?Vector3(0,?npc.transform.eulerAngles.y,?0);
?
? ? ? ? }
?
? ? ? ? //?Apply?the?Velocity
? ? ? ? npc.rigidbody.velocity?=?vel;
? ? }
?
}?//?FollowPathState
?
public?class?ChasePlayerState?:?FSMState
{
? ? public?ChasePlayerState()
? ? {
? ? ? ? stateID?=?StateID.ChasingPlayer;
? ? }
?
? ? public?override?void?Reason(GameObject?player,?GameObject?npc)
? ? {
? ? ? ? //?If?the?player?has?gone?30?meters?away?from?the?NPC,?fire?LostPlayer?transition
? ? ? ? if?(Vector3.Distance(npc.transform.position,?player.transform.position)?>=?30)
? ? ? ? ? ? npc.GetComponent<NPCControl>().SetTransition(Transition.LostPlayer);
? ? }
?
? ? public?override?void?Act(GameObject?player,?GameObject?npc)
? ? {
? ? ? ? //?Follow?the?path?of?waypoints
? ? ? ? ? ? ? ? //?Find?the?direction?of?the?player? ? ? ? ?
? ? ? ? Vector3?vel?=?npc.rigidbody.velocity;
? ? ? ? Vector3?moveDir?=?player.transform.position?-?npc.transform.position;
?
? ? ? ? //?Rotate?towards?the?waypoint
? ? ? ? npc.transform.rotation?=?Quaternion.Slerp(npc.transform.rotation,
? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? Quaternion.LookRotation(moveDir),
? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? ? 5?*?Time.deltaTime);
? ? ? ? npc.transform.eulerAngles?=?new?Vector3(0,?npc.transform.eulerAngles.y,?0);
?
? ? ? ? vel?=?moveDir.normalized?*?10;
?
? ? ? ? //?Apply?the?new?Velocity
? ? ? ? npc.rigidbody.velocity?=?vel;
? ? }
?
}?//?ChasePlayerState
?
?

?

Finite State Machine 有限状态机

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原文地址:http://www.cnblogs.com/Keyle/p/4620906.html

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