Unity的状态机设计

       本人新手,随便写写而已。

       本文通过一个实例实现了在Unity下的有限状态机(参考了wiki上的教程)。

      有限状态机是一个设备具有有限数量的状态,他可以在任何时间根据输入进行操作,使得一个状态进入另个一个状态。一个状态机在任何瞬间只能处于一种状态。

      具体可以参考  状态设计模式。

      本例是这样一种状态装换。

     游戏人物NPC在空闲时处于巡逻状态,当看见Player在视野内的时候,转入转入追逐Player状态;一旦和Player距离拉大,便返回巡逻状态。

using UnityEngine;
using System.Collections;
using System;
using System.Collections.Generic;
//无论是NPC还是Player都有很多状态,在状态切换的时候为了使得程序显得清晰明了,采用了状态机制
//首先实际状态都是继承自某个状态抽象类的,这个抽象类定义了进入,退出一个状态虚方法
//定义了检测环境是否发生状态改变,以及在该状态下执行的动作的抽象方法
// 该实例主要涉及到一个NPC在指定的位置进行巡逻,当看到Playeer的时候切换状态进入追逐Player状态

public enum Translate    //如果进入一个新的状态,需要一些触发,比如NPC看到了Player,由巡逻状态进入跟踪状态
{                        
    NullTrans,
    SeePlayer,
    LosePlayer
   
}

public enum StateID     //每个状态都应该有一个ID,作为识别改状态的标志
{ 
    NullState,
    Chaseingplayer,
    FollowPath
 
}

public abstract class FMS_State    //定一个抽象类
{
    private StateID id;            //定一个状态ID作为变量来标识
    public StateID ID
    {
        set { id = value; }
        get { return id; }
    }

    private Dictionary<Translate, StateID> map = new Dictionary<Translate, StateID>();    //在某一状态下,事件引起了触发进入另一个状态
// 于是我们定义了一个字典,存储的便是触发的类型,以及对应要进入的状态
    public void addDictionary(Translate tr, StateID id1)  //向字典里添加
    {
        if (tr == Translate.NullTrans)
        {
            Debug.LogError("Null Trans is not allower to adding into");
            return;
        }

        if (ID == StateID.NullState)
        {
            Debug.LogError("Null State id not ~~~");
            return;

        }
        if (map.ContainsKey(tr))              //NPC  任何时候都只能出于一种状态,所以一旦定义了一个触发的枚举类型,对应的只能是接下来的一种状态
        {
            Debug.LogError(id1.ToString() + "is already added to");
            return;
        }

        map.Add(tr, id1);
    }



    public void deleateDictionary(Translate tr) //删除字典里存储的一个状态
    {
        if (tr == Translate.NullTrans)
        {
            Debug.LogError("TransNull is not allowed to delate");
            return;
        }
        if (map.ContainsKey(tr))
        {

            map.Remove(tr);
            return;
        }
        Debug.LogError(tr.ToString() + "are not exist");
    }

    public StateID GetOutState(Translate tr)  //由状态的触发枚举类型返回一个对应的状态类型
    {
        if (map.ContainsKey(tr))
        {
           // Debug.Log("Translate " + tr + "State" + map[tr]);
            return map[tr];

           
        }
        return StateID.NullState;
    }

    public virtual void DoBeforeEnter() { }    //虚方法
    public virtual void DoBeforeMoveing() { }

    public abstract void Reason(GameObject player, GameObject NPC); //  抽象方法
    public abstract void Act(GameObject player, GameObject NPC);

}

随后根据这个基类派生出巡逻类,和追逐类。

using UnityEngine;
using System.Collections;
using System;
using System.Collections.Generic;
public class Follow_State:FMS_State  //派生出一个巡逻的类
{
    private GameObject[] waypoints;    //在这些位置巡逻
    private int currentWayPoint;    
    public Follow_State(GameObject[] ob)
    {
          waypoints= ob;  
          currentWayPoint = 0;
          ID = StateID.FollowPath;        //当前状态的ID
    }

    public override void Reason(GameObject player, GameObject NPC)    //与环境交互,来判断是否需要状态切换
    {
        RaycastHit hit;
        if(Physics.Raycast(NPC.transform.position,NPC.transform.forward,out hit ,15))
        {
        if(hit.transform.tag=="Player")
        {
         FMS_Machine_Manage.GetInstance.changeState(Translate.SeePlayer);
        }
        }

    }

    public override void Act(GameObject player, GameObject NPC)   //在该状态下改做点什么呢
    {
        Vector3 vel = NPC.rigidbody.velocity;
        Vector3 dir =waypoints[currentWayPoint].transform.position- NPC.transform.position;

        if(dir.magnitude<1)
        {
            currentWayPoint++;

           // Debug.Log("currentwappoint " + currentWayPoint);
            if(currentWayPoint>=waypoints.Length)
            {
                currentWayPoint = 0;
            }
        }
        else
        {
            vel = dir.normalized*10;
            NPC.transform.rotation = Quaternion.Lerp(NPC.transform.rotation, Quaternion.LookRotation(dir), Time.deltaTime * 5);
            NPC.transform.eulerAngles = new Vector3(0, NPC.transform.localEulerAngles.y, 0);
        }

        NPC.rigidbody.velocity = vel;

    }

    public override void DoBeforeMoveing()
    {
       
    }

    public override void DoBeforeEnter()
    {
      
    }
}
using UnityEngine;
using System.Collections;
using System;
using System.Collections.Generic;

public class Chaseing_State : FMS_State {   //派生出了一个追逐类

    public Chaseing_State()
    {
        ID = StateID.Chaseingplayer;   //定义  状态ID
    
    }
    public override void Reason(GameObject player, GameObject NPC)
    {



       if(Vector3.Distance(player.transform.position,NPC.transform.position)>=5)
       {
         FMS_Machine_Manage.GetInstance.changeState(Translate.LosePlayer);
       }
    }

    public override void Act(GameObject player, GameObject NPC)
    {
        Vector3 vel = NPC.rigidbody.velocity;

        Vector3 moveDir = player.transform.position - NPC.transform.position;

        NPC.transform.rotation = Quaternion.Lerp(NPC.transform.rotation, Quaternion.LookRotation(moveDir), Time.deltaTime * 5);

        NPC.transform.eulerAngles = new Vector3(0, NPC.transform.eulerAngles.y, 0);
        vel = moveDir * 3;
        NPC.rigidbody.velocity = vel;
    }    
    }

通常对状态的管理,我们会建立一个stateMachine来管理。

using UnityEngine;
using System.Collections;
using System;
using System.Collections.Generic;
//状态管理类,对状态进行管理

public class FMS_Machine_Manage:MonoBehaviour
{
    private List<FMS_State> states;//存储所有状态的的List
    private FMS_State currentState;  //当前状态
    private StateID currentStateID;//当前状态ID


    public FMS_State CurrentState {
        set { currentState = value; }
        get { return currentState; } }
 
    public StateID CurrentStateID {
        set { currentStateID = value; }
        get { return currentStateID; } }

    public GameObject player;
    public GameObject[] path;
    public GameObject NPC;


    private static  FMS_Machine_Manage instance;

    public static  FMS_Machine_Manage GetInstance
    {
        get 
        {
            if (instance == null)
            {
               // instance = new FMS_Machine_Manage(); 
                GameObject n = new GameObject();
                n.name = "FMS_Machine_Manage"; 
                instance = n.AddComponent<FMS_Machine_Manage>() as FMS_Machine_Manage;
            }
         
                return instance;
        }

    }

    public void UpdateFunction()
    {
       
            CurrentState.Reason(player, NPC);
            CurrentState.Act(player, NPC);
        }
      

    public void Revert()
    { 
    
    
    }

    void Awake()
    {

        states = new List<FMS_State>();   //初始化
        NPC = GameObject.FindGameObjectWithTag("NPC");
      
        player = GameObject.FindGameObjectWithTag("Player");

        path = GameObject.FindGameObjectsWithTag("path");

    
    
    }


    public void MakeFMSMachine()
    {
        Follow_State follow = new Follow_State(path);
        follow.addDictionary(Translate.SeePlayer, StateID.Chaseingplayer);

        Chaseing_State chase = new Chaseing_State();
        chase.addDictionary(Translate.LosePlayer, StateID.FollowPath);

     
       GetInstance. AddFmsState(follow);

       GetInstance. AddFmsState(chase);
    
    }
    public void AddFmsState(FMS_State s)//注册所有状态
    {
        if (s == null)
        {
            Debug.LogError(" Null reference is not allowed");
        }

        if (states.Count == 0)
        {
            states.Add(s);                   //设置默认状态(important);
            currentState = s;
            currentStateID = s.ID;
            return;
        }
        foreach (FMS_State state in states)
        {
            if (state == s)
            {
                Debug.LogError(s.ID.ToString() + "has already been added");
                return;
            }
        }
        states.Add(s);

    }

    public void delateFmsState(StateID id)
    {
        if (id == StateID.NullState)
        {

            Debug.LogError("NullStateID is not allowed for a real state");

            return;
        }

        foreach (FMS_State state in states)
        {

            if (state.ID == id)
            {
                states.Remove(state);
                return;
            }

        }
    }


    public void changeState(Translate tr)           //更改状态
    {
        if (tr == Translate.NullTrans)
        {
            Debug.LogError("NullTransition is not allowed for a real transition");
            return;
        }


        //if (currentState.GetOutState(tr) == StateID.NullState)
        //{
        //    Debug.Log("translate" + "          " + tr + "           " + currentState.GetOutState(tr)+"         "+CurrentStateID);
        //    Debug.LogError("1234");
        //    return;

        //}

        StateID id = CurrentState.GetOutState(tr);   //当前状态会进入的新的状态
        currentStateID = id;

    //    Debug.Log("Prives" + Prives.ID);
        foreach (FMS_State state in states)          //通过注册的所有状态,进行搜索来获取要进入的状态实例
        {
            if (currentStateID == state.ID)
            {
                CurrentState.DoBeforeMoveing();     //退出状态前,留下点什么,比如挥舞下手臂
                currentState = state;
                CurrentState.DoBeforeEnter();     //进入状态
                break;
            }

        }

    }




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


public class NPC_Control : MonoBehaviour {
    public void Start()
    {

   

        FMS_Machine_Manage.GetInstance.MakeFMSMachine();
        
    }

    public void FixedUpdate()
     {

   


         FMS_Machine_Manage.GetInstance.UpdateFunction();

         

        
     }

  
         
}

 

posted @ 2013-04-05 12:59  GongWei  阅读(4096)  评论(0编辑  收藏  举报