FsmComponent

FsmComponent
This commit is contained in:
ALEXTANG
2023-04-03 14:49:38 +08:00
parent 0dca33f123
commit b0559ec6be
17 changed files with 1829 additions and 0 deletions

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using UnityEditor;
namespace TEngine.Editor.Inspector
{
[CustomEditor(typeof(FsmComponent))]
internal sealed class FsmComponentInspector : GameFrameworkInspector
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
if (!EditorApplication.isPlaying)
{
EditorGUILayout.HelpBox("Available during runtime only.", MessageType.Info);
return;
}
FsmComponent t = (FsmComponent)target;
if (IsPrefabInHierarchy(t.gameObject))
{
EditorGUILayout.LabelField("FSM Count", t.Count.ToString());
FsmBase[] fsms = t.GetAllFsms();
foreach (FsmBase fsm in fsms)
{
DrawFsm(fsm);
}
}
Repaint();
}
private void OnEnable()
{
}
private void DrawFsm(FsmBase fsm)
{
EditorGUILayout.LabelField(fsm.FullName, fsm.IsRunning ? Utility.Text.Format("{0}, {1:F1} s", fsm.CurrentStateName, fsm.CurrentStateTime) : (fsm.IsDestroyed ? "Destroyed" : "Not Running"));
}
}
}

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fileFormatVersion: 2
guid: 1c11a8085df74853a698b707f9d5d87f
timeCreated: 1680504546

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fileFormatVersion: 2
guid: 6e93f024b1a142e2bd1afe53ad9c2941
timeCreated: 1680503869

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using System;
using System.Collections.Generic;
namespace TEngine
{
/// <summary>
/// 有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
internal sealed class Fsm<T> : FsmBase, IMemory, IFsm<T> where T : class
{
private T m_Owner;
private readonly Dictionary<Type, FsmState<T>> m_States;
private Dictionary<string, object> m_Datas;
private FsmState<T> m_CurrentState;
private float m_CurrentStateTime;
private bool m_IsDestroyed;
/// <summary>
/// 初始化有限状态机的新实例。
/// </summary>
public Fsm()
{
m_Owner = null;
m_States = new Dictionary<Type, FsmState<T>>();
m_Datas = null;
m_CurrentState = null;
m_CurrentStateTime = 0f;
m_IsDestroyed = true;
}
/// <summary>
/// 获取有限状态机持有者。
/// </summary>
public T Owner
{
get
{
return m_Owner;
}
}
/// <summary>
/// 获取有限状态机持有者类型。
/// </summary>
public override Type OwnerType
{
get
{
return typeof(T);
}
}
/// <summary>
/// 获取有限状态机中状态的数量。
/// </summary>
public override int FsmStateCount
{
get
{
return m_States.Count;
}
}
/// <summary>
/// 获取有限状态机是否正在运行。
/// </summary>
public override bool IsRunning
{
get
{
return m_CurrentState != null;
}
}
/// <summary>
/// 获取有限状态机是否被销毁。
/// </summary>
public override bool IsDestroyed
{
get
{
return m_IsDestroyed;
}
}
/// <summary>
/// 获取当前有限状态机状态。
/// </summary>
public FsmState<T> CurrentState
{
get
{
return m_CurrentState;
}
}
/// <summary>
/// 获取当前有限状态机状态名称。
/// </summary>
public override string CurrentStateName
{
get
{
return m_CurrentState != null ? m_CurrentState.GetType().FullName : null;
}
}
/// <summary>
/// 获取当前有限状态机状态持续时间。
/// </summary>
public override float CurrentStateTime
{
get
{
return m_CurrentStateTime;
}
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <param name="name">有限状态机名称。</param>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>创建的有限状态机。</returns>
public static Fsm<T> Create(string name, T owner, params FsmState<T>[] states)
{
if (owner == null)
{
throw new GameFrameworkException("FSM owner is invalid.");
}
if (states == null || states.Length < 1)
{
throw new GameFrameworkException("FSM states is invalid.");
}
Fsm<T> fsm = MemoryPool.Acquire<Fsm<T>>();
fsm.Name = name;
fsm.m_Owner = owner;
fsm.m_IsDestroyed = false;
foreach (FsmState<T> state in states)
{
if (state == null)
{
throw new GameFrameworkException("FSM states is invalid.");
}
Type stateType = state.GetType();
if (fsm.m_States.ContainsKey(stateType))
{
throw new GameFrameworkException(Utility.Text.Format("FSM '{0}' state '{1}' is already exist.", new TypeNamePair(typeof(T), name), stateType.FullName));
}
fsm.m_States.Add(stateType, state);
state.OnInit(fsm);
}
return fsm;
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <param name="name">有限状态机名称。</param>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>创建的有限状态机。</returns>
public static Fsm<T> Create(string name, T owner, List<FsmState<T>> states)
{
if (owner == null)
{
throw new GameFrameworkException("FSM owner is invalid.");
}
if (states == null || states.Count < 1)
{
throw new GameFrameworkException("FSM states is invalid.");
}
Fsm<T> fsm = MemoryPool.Acquire<Fsm<T>>();
fsm.Name = name;
fsm.m_Owner = owner;
fsm.m_IsDestroyed = false;
foreach (FsmState<T> state in states)
{
if (state == null)
{
throw new GameFrameworkException("FSM states is invalid.");
}
Type stateType = state.GetType();
if (fsm.m_States.ContainsKey(stateType))
{
throw new GameFrameworkException(Utility.Text.Format("FSM '{0}' state '{1}' is already exist.", new TypeNamePair(typeof(T), name), stateType.FullName));
}
fsm.m_States.Add(stateType, state);
state.OnInit(fsm);
}
return fsm;
}
/// <summary>
/// 清理有限状态机。
/// </summary>
public void Clear()
{
if (m_CurrentState != null)
{
m_CurrentState.OnLeave(this, true);
}
foreach (KeyValuePair<Type, FsmState<T>> state in m_States)
{
state.Value.OnDestroy(this);
}
Name = null;
m_Owner = null;
m_States.Clear();
m_Datas.Clear();
m_CurrentState = null;
m_CurrentStateTime = 0f;
m_IsDestroyed = true;
}
/// <summary>
/// 开始有限状态机。
/// </summary>
/// <typeparam name="TState">要开始的有限状态机状态类型。</typeparam>
public void Start<TState>() where TState : FsmState<T>
{
if (IsRunning)
{
throw new GameFrameworkException("FSM is running, can not start again.");
}
FsmState<T> state = GetState<TState>();
if (state == null)
{
throw new GameFrameworkException(Utility.Text.Format("FSM '{0}' can not start state '{1}' which is not exist.", new TypeNamePair(typeof(T), Name), typeof(TState).FullName));
}
m_CurrentStateTime = 0f;
m_CurrentState = state;
m_CurrentState.OnEnter(this);
}
/// <summary>
/// 开始有限状态机。
/// </summary>
/// <param name="stateType">要开始的有限状态机状态类型。</param>
public void Start(Type stateType)
{
if (IsRunning)
{
throw new GameFrameworkException("FSM is running, can not start again.");
}
if (stateType == null)
{
throw new GameFrameworkException("State type is invalid.");
}
if (!typeof(FsmState<T>).IsAssignableFrom(stateType))
{
throw new GameFrameworkException(Utility.Text.Format("State type '{0}' is invalid.", stateType.FullName));
}
FsmState<T> state = GetState(stateType);
if (state == null)
{
throw new GameFrameworkException(Utility.Text.Format("FSM '{0}' can not start state '{1}' which is not exist.", new TypeNamePair(typeof(T), Name), stateType.FullName));
}
m_CurrentStateTime = 0f;
m_CurrentState = state;
m_CurrentState.OnEnter(this);
}
/// <summary>
/// 是否存在有限状态机状态。
/// </summary>
/// <typeparam name="TState">要检查的有限状态机状态类型。</typeparam>
/// <returns>是否存在有限状态机状态。</returns>
public bool HasState<TState>() where TState : FsmState<T>
{
return m_States.ContainsKey(typeof(TState));
}
/// <summary>
/// 是否存在有限状态机状态。
/// </summary>
/// <param name="stateType">要检查的有限状态机状态类型。</param>
/// <returns>是否存在有限状态机状态。</returns>
public bool HasState(Type stateType)
{
if (stateType == null)
{
throw new GameFrameworkException("State type is invalid.");
}
if (!typeof(FsmState<T>).IsAssignableFrom(stateType))
{
throw new GameFrameworkException(Utility.Text.Format("State type '{0}' is invalid.", stateType.FullName));
}
return m_States.ContainsKey(stateType);
}
/// <summary>
/// 获取有限状态机状态。
/// </summary>
/// <typeparam name="TState">要获取的有限状态机状态类型。</typeparam>
/// <returns>要获取的有限状态机状态。</returns>
public TState GetState<TState>() where TState : FsmState<T>
{
FsmState<T> state = null;
if (m_States.TryGetValue(typeof(TState), out state))
{
return (TState)state;
}
return null;
}
/// <summary>
/// 获取有限状态机状态。
/// </summary>
/// <param name="stateType">要获取的有限状态机状态类型。</param>
/// <returns>要获取的有限状态机状态。</returns>
public FsmState<T> GetState(Type stateType)
{
if (stateType == null)
{
throw new GameFrameworkException("State type is invalid.");
}
if (!typeof(FsmState<T>).IsAssignableFrom(stateType))
{
throw new GameFrameworkException(Utility.Text.Format("State type '{0}' is invalid.", stateType.FullName));
}
FsmState<T> state = null;
if (m_States.TryGetValue(stateType, out state))
{
return state;
}
return null;
}
/// <summary>
/// 获取有限状态机的所有状态。
/// </summary>
/// <returns>有限状态机的所有状态。</returns>
public FsmState<T>[] GetAllStates()
{
int index = 0;
FsmState<T>[] results = new FsmState<T>[m_States.Count];
foreach (KeyValuePair<Type, FsmState<T>> state in m_States)
{
results[index++] = state.Value;
}
return results;
}
/// <summary>
/// 获取有限状态机的所有状态。
/// </summary>
/// <param name="results">有限状态机的所有状态。</param>
public void GetAllStates(List<FsmState<T>> results)
{
if (results == null)
{
throw new GameFrameworkException("Results is invalid.");
}
results.Clear();
foreach (KeyValuePair<Type, FsmState<T>> state in m_States)
{
results.Add(state.Value);
}
}
/// <summary>
/// 是否存在有限状态机数据。
/// </summary>
/// <param name="name">有限状态机数据名称。</param>
/// <returns>有限状态机数据是否存在。</returns>
public bool HasData(string name)
{
if (string.IsNullOrEmpty(name))
{
throw new GameFrameworkException("Data name is invalid.");
}
if (m_Datas == null)
{
return false;
}
return m_Datas.ContainsKey(name);
}
/// <summary>
/// 获取有限状态机数据。
/// </summary>
/// <typeparam name="TData">要获取的有限状态机数据的类型。</typeparam>
/// <param name="name">有限状态机数据名称。</param>
/// <returns>要获取的有限状态机数据。</returns>
public TData GetData<TData>(string name)
{
return (TData)GetData(name);
}
/// <summary>
/// 获取有限状态机数据。
/// </summary>
/// <param name="name">有限状态机数据名称。</param>
/// <returns>要获取的有限状态机数据。</returns>
public object GetData(string name)
{
if (string.IsNullOrEmpty(name))
{
throw new GameFrameworkException("Data name is invalid.");
}
if (m_Datas == null)
{
return null;
}
if (m_Datas.TryGetValue(name, out var data))
{
return data;
}
return null;
}
/// <summary>
/// 设置有限状态机数据。
/// </summary>
/// <typeparam name="TData">要设置的有限状态机数据的类型。</typeparam>
/// <param name="name">有限状态机数据名称。</param>
/// <param name="data">要设置的有限状态机数据。</param>
public void SetData<TData>(string name, TData data)
{
SetData(name, (object)data);
}
/// <summary>
/// 设置有限状态机数据。
/// </summary>
/// <param name="name">有限状态机数据名称。</param>
/// <param name="data">要设置的有限状态机数据。</param>
public void SetData(string name, object data)
{
if (string.IsNullOrEmpty(name))
{
throw new GameFrameworkException("Data name is invalid.");
}
if (m_Datas == null)
{
m_Datas = new Dictionary<string, object>(StringComparer.Ordinal);
}
m_Datas[name] = data;
}
/// <summary>
/// 移除有限状态机数据。
/// </summary>
/// <param name="name">有限状态机数据名称。</param>
/// <returns>是否移除有限状态机数据成功。</returns>
public bool RemoveData(string name)
{
if (string.IsNullOrEmpty(name))
{
throw new GameFrameworkException("Data name is invalid.");
}
if (m_Datas == null)
{
return false;
}
return m_Datas.Remove(name);
}
/// <summary>
/// 有限状态机轮询。
/// </summary>
/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
/// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
internal override void Update(float elapseSeconds, float realElapseSeconds)
{
if (m_CurrentState == null)
{
return;
}
m_CurrentStateTime += elapseSeconds;
m_CurrentState.OnUpdate(this, elapseSeconds, realElapseSeconds);
}
/// <summary>
/// 关闭并清理有限状态机。
/// </summary>
internal override void Shutdown()
{
MemoryPool.Release(this);
}
/// <summary>
/// 切换当前有限状态机状态。
/// </summary>
/// <typeparam name="TState">要切换到的有限状态机状态类型。</typeparam>
internal void ChangeState<TState>() where TState : FsmState<T>
{
ChangeState(typeof(TState));
}
/// <summary>
/// 切换当前有限状态机状态。
/// </summary>
/// <param name="stateType">要切换到的有限状态机状态类型。</param>
internal void ChangeState(Type stateType)
{
if (m_CurrentState == null)
{
throw new GameFrameworkException("Current state is invalid.");
}
FsmState<T> state = GetState(stateType);
if (state == null)
{
throw new GameFrameworkException(Utility.Text.Format("FSM '{0}' can not change state to '{1}' which is not exist.", new TypeNamePair(typeof(T), Name), stateType.FullName));
}
m_CurrentState.OnLeave(this, false);
m_CurrentStateTime = 0f;
m_CurrentState = state;
m_CurrentState.OnEnter(this);
}
}
}

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fileFormatVersion: 2
guid: 3706fab38c144cd5a30f5b14946e22e5
timeCreated: 1680503869

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using System;
namespace TEngine
{
/// <summary>
/// 有限状态机基类。
/// </summary>
public abstract class FsmBase
{
private string m_Name;
/// <summary>
/// 初始化有限状态机基类的新实例。
/// </summary>
public FsmBase()
{
m_Name = string.Empty;
}
/// <summary>
/// 获取有限状态机名称。
/// </summary>
public string Name
{
get
{
return m_Name;
}
protected set
{
m_Name = value ?? string.Empty;
}
}
/// <summary>
/// 获取有限状态机完整名称。
/// </summary>
public string FullName
{
get
{
return new TypeNamePair(OwnerType, m_Name).ToString();
}
}
/// <summary>
/// 获取有限状态机持有者类型。
/// </summary>
public abstract Type OwnerType
{
get;
}
/// <summary>
/// 获取有限状态机中状态的数量。
/// </summary>
public abstract int FsmStateCount
{
get;
}
/// <summary>
/// 获取有限状态机是否正在运行。
/// </summary>
public abstract bool IsRunning
{
get;
}
/// <summary>
/// 获取有限状态机是否被销毁。
/// </summary>
public abstract bool IsDestroyed
{
get;
}
/// <summary>
/// 获取当前有限状态机状态名称。
/// </summary>
public abstract string CurrentStateName
{
get;
}
/// <summary>
/// 获取当前有限状态机状态持续时间。
/// </summary>
public abstract float CurrentStateTime
{
get;
}
/// <summary>
/// 有限状态机轮询。
/// </summary>
/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
/// <param name="realElapseSeconds">当前已流逝时间,以秒为单位。</param>
internal abstract void Update(float elapseSeconds, float realElapseSeconds);
/// <summary>
/// 关闭并清理有限状态机。
/// </summary>
internal abstract void Shutdown();
}
}

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fileFormatVersion: 2
guid: c9096cb538b149d08ca95c78f651c111
timeCreated: 1680503870

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using System;
using System.Collections.Generic;
using UnityEngine;
namespace TEngine
{
/// <summary>
/// 有限状态机组件。
/// </summary>
[DisallowMultipleComponent]
public sealed class FsmComponent : GameFrameworkComponent
{
private IFsmManager m_FsmManager = null;
/// <summary>
/// 获取有限状态机数量。
/// </summary>
public int Count
{
get
{
return m_FsmManager.Count;
}
}
/// <summary>
/// 游戏框架组件初始化。
/// </summary>
protected override void Awake()
{
base.Awake();
m_FsmManager = GameFrameworkEntry.GetModule<IFsmManager>();
if (m_FsmManager == null)
{
Log.Fatal("FSM manager is invalid.");
return;
}
}
private void Start()
{
}
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <returns>是否存在有限状态机。</returns>
public bool HasFsm<T>() where T : class
{
return m_FsmManager.HasFsm<T>();
}
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <returns>是否存在有限状态机。</returns>
public bool HasFsm(Type ownerType)
{
return m_FsmManager.HasFsm(ownerType);
}
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <returns>是否存在有限状态机。</returns>
public bool HasFsm<T>(string name) where T : class
{
return m_FsmManager.HasFsm<T>(name);
}
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <param name="name">有限状态机名称。</param>
/// <returns>是否存在有限状态机。</returns>
public bool HasFsm(Type ownerType, string name)
{
return m_FsmManager.HasFsm(ownerType, name);
}
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <returns>要获取的有限状态机。</returns>
public IFsm<T> GetFsm<T>() where T : class
{
return m_FsmManager.GetFsm<T>();
}
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <returns>要获取的有限状态机。</returns>
public FsmBase GetFsm(Type ownerType)
{
return m_FsmManager.GetFsm(ownerType);
}
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <returns>要获取的有限状态机。</returns>
public IFsm<T> GetFsm<T>(string name) where T : class
{
return m_FsmManager.GetFsm<T>(name);
}
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <param name="name">有限状态机名称。</param>
/// <returns>要获取的有限状态机。</returns>
public FsmBase GetFsm(Type ownerType, string name)
{
return m_FsmManager.GetFsm(ownerType, name);
}
/// <summary>
/// 获取所有有限状态机。
/// </summary>
public FsmBase[] GetAllFsms()
{
return m_FsmManager.GetAllFsms();
}
/// <summary>
/// 获取所有有限状态机。
/// </summary>
/// <param name="results">所有有限状态机。</param>
public void GetAllFsms(List<FsmBase> results)
{
m_FsmManager.GetAllFsms(results);
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
public IFsm<T> CreateFsm<T>(T owner, params FsmState<T>[] states) where T : class
{
return m_FsmManager.CreateFsm(owner, states);
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
public IFsm<T> CreateFsm<T>(string name, T owner, params FsmState<T>[] states) where T : class
{
return m_FsmManager.CreateFsm(name, owner, states);
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
public IFsm<T> CreateFsm<T>(T owner, List<FsmState<T>> states) where T : class
{
return m_FsmManager.CreateFsm(owner, states);
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
public IFsm<T> CreateFsm<T>(string name, T owner, List<FsmState<T>> states) where T : class
{
return m_FsmManager.CreateFsm(name, owner, states);
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm<T>() where T : class
{
return m_FsmManager.DestroyFsm<T>();
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm(Type ownerType)
{
return m_FsmManager.DestroyFsm(ownerType);
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">要销毁的有限状态机名称。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm<T>(string name) where T : class
{
return m_FsmManager.DestroyFsm<T>(name);
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <param name="name">要销毁的有限状态机名称。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm(Type ownerType, string name)
{
return m_FsmManager.DestroyFsm(ownerType, name);
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="fsm">要销毁的有限状态机。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm<T>(IFsm<T> fsm) where T : class
{
return m_FsmManager.DestroyFsm(fsm);
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <param name="fsm">要销毁的有限状态机。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm(FsmBase fsm)
{
return m_FsmManager.DestroyFsm(fsm);
}
}
}

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fileFormatVersion: 2
guid: 351f97b231854e659f0b7af89d8478c6
timeCreated: 1680504514

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using System;
using System.Collections.Generic;
namespace TEngine
{
/// <summary>
/// 有限状态机管理器。
/// </summary>
internal sealed class FsmManager : GameFrameworkModule, IFsmManager
{
private readonly Dictionary<TypeNamePair, FsmBase> m_Fsms;
private readonly List<FsmBase> m_TempFsms;
/// <summary>
/// 初始化有限状态机管理器的新实例。
/// </summary>
public FsmManager()
{
m_Fsms = new Dictionary<TypeNamePair, FsmBase>();
m_TempFsms = new List<FsmBase>();
}
/// <summary>
/// 获取游戏框架模块优先级。
/// </summary>
/// <remarks>优先级较高的模块会优先轮询,并且关闭操作会后进行。</remarks>
internal override int Priority
{
get
{
return 1;
}
}
/// <summary>
/// 获取有限状态机数量。
/// </summary>
public int Count
{
get
{
return m_Fsms.Count;
}
}
/// <summary>
/// 有限状态机管理器轮询。
/// </summary>
/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
/// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
internal override void Update(float elapseSeconds, float realElapseSeconds)
{
m_TempFsms.Clear();
if (m_Fsms.Count <= 0)
{
return;
}
foreach (KeyValuePair<TypeNamePair, FsmBase> fsm in m_Fsms)
{
m_TempFsms.Add(fsm.Value);
}
foreach (FsmBase fsm in m_TempFsms)
{
if (fsm.IsDestroyed)
{
continue;
}
fsm.Update(elapseSeconds, realElapseSeconds);
}
}
/// <summary>
/// 关闭并清理有限状态机管理器。
/// </summary>
internal override void Shutdown()
{
foreach (KeyValuePair<TypeNamePair, FsmBase> fsm in m_Fsms)
{
fsm.Value.Shutdown();
}
m_Fsms.Clear();
m_TempFsms.Clear();
}
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <returns>是否存在有限状态机。</returns>
public bool HasFsm<T>() where T : class
{
return InternalHasFsm(new TypeNamePair(typeof(T)));
}
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <returns>是否存在有限状态机。</returns>
public bool HasFsm(Type ownerType)
{
if (ownerType == null)
{
throw new GameFrameworkException("Owner type is invalid.");
}
return InternalHasFsm(new TypeNamePair(ownerType));
}
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <returns>是否存在有限状态机。</returns>
public bool HasFsm<T>(string name) where T : class
{
return InternalHasFsm(new TypeNamePair(typeof(T), name));
}
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <param name="name">有限状态机名称。</param>
/// <returns>是否存在有限状态机。</returns>
public bool HasFsm(Type ownerType, string name)
{
if (ownerType == null)
{
throw new GameFrameworkException("Owner type is invalid.");
}
return InternalHasFsm(new TypeNamePair(ownerType, name));
}
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <returns>要获取的有限状态机。</returns>
public IFsm<T> GetFsm<T>() where T : class
{
return (IFsm<T>)InternalGetFsm(new TypeNamePair(typeof(T)));
}
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <returns>要获取的有限状态机。</returns>
public FsmBase GetFsm(Type ownerType)
{
if (ownerType == null)
{
throw new GameFrameworkException("Owner type is invalid.");
}
return InternalGetFsm(new TypeNamePair(ownerType));
}
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <returns>要获取的有限状态机。</returns>
public IFsm<T> GetFsm<T>(string name) where T : class
{
return (IFsm<T>)InternalGetFsm(new TypeNamePair(typeof(T), name));
}
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <param name="name">有限状态机名称。</param>
/// <returns>要获取的有限状态机。</returns>
public FsmBase GetFsm(Type ownerType, string name)
{
if (ownerType == null)
{
throw new GameFrameworkException("Owner type is invalid.");
}
return InternalGetFsm(new TypeNamePair(ownerType, name));
}
/// <summary>
/// 获取所有有限状态机。
/// </summary>
/// <returns>所有有限状态机。</returns>
public FsmBase[] GetAllFsms()
{
int index = 0;
FsmBase[] results = new FsmBase[m_Fsms.Count];
foreach (KeyValuePair<TypeNamePair, FsmBase> fsm in m_Fsms)
{
results[index++] = fsm.Value;
}
return results;
}
/// <summary>
/// 获取所有有限状态机。
/// </summary>
/// <param name="results">所有有限状态机。</param>
public void GetAllFsms(List<FsmBase> results)
{
if (results == null)
{
throw new GameFrameworkException("Results is invalid.");
}
results.Clear();
foreach (KeyValuePair<TypeNamePair, FsmBase> fsm in m_Fsms)
{
results.Add(fsm.Value);
}
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
public IFsm<T> CreateFsm<T>(T owner, params FsmState<T>[] states) where T : class
{
return CreateFsm(string.Empty, owner, states);
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
public IFsm<T> CreateFsm<T>(string name, T owner, params FsmState<T>[] states) where T : class
{
TypeNamePair typeNamePair = new TypeNamePair(typeof(T), name);
if (HasFsm<T>(name))
{
throw new GameFrameworkException(Utility.Text.Format("Already exist FSM '{0}'.", typeNamePair));
}
Fsm<T> fsm = Fsm<T>.Create(name, owner, states);
m_Fsms.Add(typeNamePair, fsm);
return fsm;
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
public IFsm<T> CreateFsm<T>(T owner, List<FsmState<T>> states) where T : class
{
return CreateFsm(string.Empty, owner, states);
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
public IFsm<T> CreateFsm<T>(string name, T owner, List<FsmState<T>> states) where T : class
{
TypeNamePair typeNamePair = new TypeNamePair(typeof(T), name);
if (HasFsm<T>(name))
{
throw new GameFrameworkException(Utility.Text.Format("Already exist FSM '{0}'.", typeNamePair));
}
Fsm<T> fsm = Fsm<T>.Create(name, owner, states);
m_Fsms.Add(typeNamePair, fsm);
return fsm;
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm<T>() where T : class
{
return InternalDestroyFsm(new TypeNamePair(typeof(T)));
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm(Type ownerType)
{
if (ownerType == null)
{
throw new GameFrameworkException("Owner type is invalid.");
}
return InternalDestroyFsm(new TypeNamePair(ownerType));
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">要销毁的有限状态机名称。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm<T>(string name) where T : class
{
return InternalDestroyFsm(new TypeNamePair(typeof(T), name));
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <param name="name">要销毁的有限状态机名称。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm(Type ownerType, string name)
{
if (ownerType == null)
{
throw new GameFrameworkException("Owner type is invalid.");
}
return InternalDestroyFsm(new TypeNamePair(ownerType, name));
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="fsm">要销毁的有限状态机。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm<T>(IFsm<T> fsm) where T : class
{
if (fsm == null)
{
throw new GameFrameworkException("FSM is invalid.");
}
return InternalDestroyFsm(new TypeNamePair(typeof(T), fsm.Name));
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <param name="fsm">要销毁的有限状态机。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm(FsmBase fsm)
{
if (fsm == null)
{
throw new GameFrameworkException("FSM is invalid.");
}
return InternalDestroyFsm(new TypeNamePair(fsm.OwnerType, fsm.Name));
}
private bool InternalHasFsm(TypeNamePair typeNamePair)
{
return m_Fsms.ContainsKey(typeNamePair);
}
private FsmBase InternalGetFsm(TypeNamePair typeNamePair)
{
FsmBase fsm = null;
if (m_Fsms.TryGetValue(typeNamePair, out fsm))
{
return fsm;
}
return null;
}
private bool InternalDestroyFsm(TypeNamePair typeNamePair)
{
FsmBase fsm = null;
if (m_Fsms.TryGetValue(typeNamePair, out fsm))
{
fsm.Shutdown();
return m_Fsms.Remove(typeNamePair);
}
return false;
}
}
}

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fileFormatVersion: 2
guid: 839a80bc3c4f454f9718609ca8cded3e
timeCreated: 1680503870

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using System;
namespace TEngine
{
/// <summary>
/// 有限状态机状态基类。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
public abstract class FsmState<T> where T : class
{
/// <summary>
/// 初始化有限状态机状态基类的新实例。
/// </summary>
public FsmState()
{
}
/// <summary>
/// 有限状态机状态初始化时调用。
/// </summary>
/// <param name="fsm">有限状态机引用。</param>
protected internal virtual void OnInit(IFsm<T> fsm)
{
}
/// <summary>
/// 有限状态机状态进入时调用。
/// </summary>
/// <param name="fsm">有限状态机引用。</param>
protected internal virtual void OnEnter(IFsm<T> fsm)
{
}
/// <summary>
/// 有限状态机状态轮询时调用。
/// </summary>
/// <param name="fsm">有限状态机引用。</param>
/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
/// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
protected internal virtual void OnUpdate(IFsm<T> fsm, float elapseSeconds, float realElapseSeconds)
{
}
/// <summary>
/// 有限状态机状态离开时调用。
/// </summary>
/// <param name="fsm">有限状态机引用。</param>
/// <param name="isShutdown">是否是关闭有限状态机时触发。</param>
protected internal virtual void OnLeave(IFsm<T> fsm, bool isShutdown)
{
}
/// <summary>
/// 有限状态机状态销毁时调用。
/// </summary>
/// <param name="fsm">有限状态机引用。</param>
protected internal virtual void OnDestroy(IFsm<T> fsm)
{
}
/// <summary>
/// 切换当前有限状态机状态。
/// </summary>
/// <typeparam name="TState">要切换到的有限状态机状态类型。</typeparam>
/// <param name="fsm">有限状态机引用。</param>
protected void ChangeState<TState>(IFsm<T> fsm) where TState : FsmState<T>
{
Fsm<T> fsmImplement = (Fsm<T>)fsm;
if (fsmImplement == null)
{
throw new GameFrameworkException("FSM is invalid.");
}
fsmImplement.ChangeState<TState>();
}
/// <summary>
/// 切换当前有限状态机状态。
/// </summary>
/// <param name="fsm">有限状态机引用。</param>
/// <param name="stateType">要切换到的有限状态机状态类型。</param>
protected void ChangeState(IFsm<T> fsm, Type stateType)
{
Fsm<T> fsmImplement = (Fsm<T>)fsm;
if (fsmImplement == null)
{
throw new GameFrameworkException("FSM is invalid.");
}
if (stateType == null)
{
throw new GameFrameworkException("State type is invalid.");
}
if (!typeof(FsmState<T>).IsAssignableFrom(stateType))
{
throw new GameFrameworkException(Utility.Text.Format("State type '{0}' is invalid.", stateType.FullName));
}
fsmImplement.ChangeState(stateType);
}
}
}

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guid: 45ba0a93666a491296ffd4abfaec75e8
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using System;
using System.Collections.Generic;
namespace TEngine
{
/// <summary>
/// 有限状态机接口。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
public interface IFsm<T> where T : class
{
/// <summary>
/// 获取有限状态机名称。
/// </summary>
string Name
{
get;
}
/// <summary>
/// 获取有限状态机完整名称。
/// </summary>
string FullName
{
get;
}
/// <summary>
/// 获取有限状态机持有者。
/// </summary>
T Owner
{
get;
}
/// <summary>
/// 获取有限状态机中状态的数量。
/// </summary>
int FsmStateCount
{
get;
}
/// <summary>
/// 获取有限状态机是否正在运行。
/// </summary>
bool IsRunning
{
get;
}
/// <summary>
/// 获取有限状态机是否被销毁。
/// </summary>
bool IsDestroyed
{
get;
}
/// <summary>
/// 获取当前有限状态机状态。
/// </summary>
FsmState<T> CurrentState
{
get;
}
/// <summary>
/// 获取当前有限状态机状态持续时间。
/// </summary>
float CurrentStateTime
{
get;
}
/// <summary>
/// 开始有限状态机。
/// </summary>
/// <typeparam name="TState">要开始的有限状态机状态类型。</typeparam>
void Start<TState>() where TState : FsmState<T>;
/// <summary>
/// 开始有限状态机。
/// </summary>
/// <param name="stateType">要开始的有限状态机状态类型。</param>
void Start(Type stateType);
/// <summary>
/// 是否存在有限状态机状态。
/// </summary>
/// <typeparam name="TState">要检查的有限状态机状态类型。</typeparam>
/// <returns>是否存在有限状态机状态。</returns>
bool HasState<TState>() where TState : FsmState<T>;
/// <summary>
/// 是否存在有限状态机状态。
/// </summary>
/// <param name="stateType">要检查的有限状态机状态类型。</param>
/// <returns>是否存在有限状态机状态。</returns>
bool HasState(Type stateType);
/// <summary>
/// 获取有限状态机状态。
/// </summary>
/// <typeparam name="TState">要获取的有限状态机状态类型。</typeparam>
/// <returns>要获取的有限状态机状态。</returns>
TState GetState<TState>() where TState : FsmState<T>;
/// <summary>
/// 获取有限状态机状态。
/// </summary>
/// <param name="stateType">要获取的有限状态机状态类型。</param>
/// <returns>要获取的有限状态机状态。</returns>
FsmState<T> GetState(Type stateType);
/// <summary>
/// 获取有限状态机的所有状态。
/// </summary>
/// <returns>有限状态机的所有状态。</returns>
FsmState<T>[] GetAllStates();
/// <summary>
/// 获取有限状态机的所有状态。
/// </summary>
/// <param name="results">有限状态机的所有状态。</param>
void GetAllStates(List<FsmState<T>> results);
/// <summary>
/// 是否存在有限状态机数据。
/// </summary>
/// <param name="name">有限状态机数据名称。</param>
/// <returns>有限状态机数据是否存在。</returns>
bool HasData(string name);
/// <summary>
/// 获取有限状态机数据。
/// </summary>
/// <typeparam name="TData">要获取的有限状态机数据的类型。</typeparam>
/// <param name="name">有限状态机数据名称。</param>
/// <returns>要获取的有限状态机数据。</returns>
TData GetData<TData>(string name);
/// <summary>
/// 设置有限状态机数据。
/// </summary>
/// <typeparam name="TData">要设置的有限状态机数据的类型。</typeparam>
/// <param name="name">有限状态机数据名称。</param>
/// <param name="data">要设置的有限状态机数据。</param>
void SetData<TData>(string name, TData data);
/// <summary>
/// 移除有限状态机数据。
/// </summary>
/// <param name="name">有限状态机数据名称。</param>
/// <returns>是否移除有限状态机数据成功。</returns>
bool RemoveData(string name);
}
}

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using System;
using System.Collections.Generic;
namespace TEngine
{
/// <summary>
/// 有限状态机管理器。
/// </summary>
public interface IFsmManager
{
/// <summary>
/// 获取有限状态机数量。
/// </summary>
int Count
{
get;
}
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <returns>是否存在有限状态机。</returns>
bool HasFsm<T>() where T : class;
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <returns>是否存在有限状态机。</returns>
bool HasFsm(Type ownerType);
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <returns>是否存在有限状态机。</returns>
bool HasFsm<T>(string name) where T : class;
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <param name="name">有限状态机名称。</param>
/// <returns>是否存在有限状态机。</returns>
bool HasFsm(Type ownerType, string name);
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <returns>要获取的有限状态机。</returns>
IFsm<T> GetFsm<T>() where T : class;
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <returns>要获取的有限状态机。</returns>
FsmBase GetFsm(Type ownerType);
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <returns>要获取的有限状态机。</returns>
IFsm<T> GetFsm<T>(string name) where T : class;
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <param name="name">有限状态机名称。</param>
/// <returns>要获取的有限状态机。</returns>
FsmBase GetFsm(Type ownerType, string name);
/// <summary>
/// 获取所有有限状态机。
/// </summary>
/// <returns>所有有限状态机。</returns>
FsmBase[] GetAllFsms();
/// <summary>
/// 获取所有有限状态机。
/// </summary>
/// <param name="results">所有有限状态机。</param>
void GetAllFsms(List<FsmBase> results);
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
IFsm<T> CreateFsm<T>(T owner, params FsmState<T>[] states) where T : class;
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
IFsm<T> CreateFsm<T>(string name, T owner, params FsmState<T>[] states) where T : class;
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
IFsm<T> CreateFsm<T>(T owner, List<FsmState<T>> states) where T : class;
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
IFsm<T> CreateFsm<T>(string name, T owner, List<FsmState<T>> states) where T : class;
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <returns>是否销毁有限状态机成功。</returns>
bool DestroyFsm<T>() where T : class;
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <returns>是否销毁有限状态机成功。</returns>
bool DestroyFsm(Type ownerType);
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">要销毁的有限状态机名称。</param>
/// <returns>是否销毁有限状态机成功。</returns>
bool DestroyFsm<T>(string name) where T : class;
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <param name="name">要销毁的有限状态机名称。</param>
/// <returns>是否销毁有限状态机成功。</returns>
bool DestroyFsm(Type ownerType, string name);
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="fsm">要销毁的有限状态机。</param>
/// <returns>是否销毁有限状态机成功。</returns>
bool DestroyFsm<T>(IFsm<T> fsm) where T : class;
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <param name="fsm">要销毁的有限状态机。</param>
/// <returns>是否销毁有限状态机成功。</returns>
bool DestroyFsm(FsmBase fsm);
}
}

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