Unity3D开发之状态机实现

    当我们在项目中有需要根据周围状况而改变自身状态的需求时,我们就可以使用状态机来实现。下面是我在WIKI上搜索的状态机示例程序。

    首先是状态机状态以及管理脚本。

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

//这里是切换状态变量
public enum Transition
{
    NullTransition = 0, // Use this transition to represent a non-existing transition in your system
    SawPlayer,
    LostPlayer
}

//这个是每个状态的ID标识
public enum StateID
{
    NullStateID = 0, // Use this ID to represent a non-existing State in your system
    ChasingPlayer,
    FollowingPath
}


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);
    }

    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");
    }

    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);//一般用于检测状态是否需要改变  详情下面NPC代码
    /// <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);//执行该状态时要做的事情  详情下面NPC代码


} // 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;
            }
        }

    } 
} 

然后创建一个NPC代码实现类来实现我们的NPC控制。

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()//创建一个状态机  然后把状态添加到状态机里进行管理
    {
        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); //默认第一个添加的状态为默认状态  我们也可以更改默认状态
        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.GetComponent<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.GetComponent<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);
    }

    //转到追逐状态  npc开始追寻Player
    public override void Act(GameObject player, GameObject npc)
    {
        // Follow the path of waypoints
        // Find the direction of the player 		
        Vector3 vel = npc.GetComponent<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.GetComponent<Rigidbody>().velocity = vel;
    }

} 
   

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转载自blog.csdn.net/qq_33994566/article/details/80088543