Unity学习之FSM有限状态机

【Unity学习之FSM有限状态机】前言:一个游戏里的一个人物会存在多种状态,那么就需要有一个专门管理这些状态的类。不然会显得杂乱无章,不易于后面状态的增加或者减少。
思路:既然要方便管理,那么首先肯定得有个系统类(专门用来存放所有的状态、状态的增删等功能);然后就是需要把所有的状态都单独写一个类(已达到修改某个状态的时候,其他状态不会受到影响)。
状态管理类:

using System.Collections; using System.Collections.Generic; using UnityEngine; public class FSMSystem {private Dictionary states = new Dictionary(); private StateID currentStateID; private FSMState currentFSMState; public void Update(GameObject npc){currentFSMState.Act(npc); currentFSMState.Reason(npc); }/// /// 添加状态/// /// public void AddState(FSMState fSMState){if (fSMState == null) return; //if (currentFSMState == null)//{currentStateID = fSMState.ID; currentFSMState = fSMState; //}if (states.ContainsKey(currentStateID)) return; states.Add(currentStateID, currentFSMState); }/// /// 删除状态/// /// public void DeleteState(StateID stateID){if (stateID == StateID.Null) return; if (!states.ContainsKey(stateID)) return; states.Remove(stateID); }/// /// 执行状态条件转换/// /// public void PerformTransition(Transition transition){if (transition == Transition.NullTransition) return; StateID stateID = currentFSMState.GetStateID(transition); if (stateID == StateID.Null) return; if (!states.ContainsKey(stateID)) return; FSMState fSMState = states[stateID]; currentFSMState.StateExit(); currentFSMState = fSMState; currentStateID = fSMState.ID; currentFSMState.StateEnter(); }}

状态基类:
using System.Collections; using System.Collections.Generic; using UnityEngine; public enum Transition{NullTransition,SeePlayer,//发现玩家LostPlayer,//玩家脱离视野范围AttackPlayer,//攻击玩家}public enum StateID{Null,Chase,//追逐Patrol,//巡逻Attack,//攻击}public abstract class FSMState{protected Transition transition; protected StateID stateID; protected FSMSystem fSM; public StateID ID{get { return stateID; }}protected Dictionary dic = new Dictionary(); public FSMState(FSMSystem fSM){this.fSM = fSM; }/// /// 增加状态/// /// /// public void AddTransition(Transition transition, StateID stateID){if (transition == Transition.NullTransition) return; if (stateID == StateID.Null) return; if (dic.ContainsKey(transition)) return; dic.Add(transition, stateID); }/// /// 删除状态/// /// public void DeleteTransition(Transition transition){if (transition == Transition.NullTransition) return; if (!dic.ContainsKey(transition)) return; dic.Remove(transition); }/// /// 获取状态/// /// /// public StateID GetStateID(Transition transition){if (transition == Transition.NullTransition) return StateID.Null; if (!dic.ContainsKey(transition)) return StateID.Null; return dic[transition]; }/// /// 进入状态/// public virtual void StateEnter() { }/// /// 退出状态/// public virtual void StateExit() { }/// /// 状态持续中,,,/// /// public abstract void Act(GameObject npc); /// /// 状态退出前,,,/// /// public abstract void Reason(GameObject npc); }

巡逻状态:
using System.Collections; using System.Collections.Generic; using UnityEngine; /// /// 巡逻状态/// public class PatrolState : FSMState{/// /// 巡逻路径点集合/// private Transform[] paths; /// /// 当前巡逻路径点索引/// private int index = 0; /// /// 移动速度/// private float moveSpeed = 0.5f; /// /// 玩家/// private Transform player; public PatrolState(FSMSystem fSM, Transform player) : base(fSM){this.player = player; paths = GameObject.Find("Path").GetComponentsInChildren(); stateID = StateID.Patrol; }public override void Act(GameObject npc){npc.transform.LookAt(paths[index].position); npc.transform.Translate(Vector3.forward * Time.deltaTime * moveSpeed); if (Vector3.Distance(npc.transform.position, paths[index].position) < 1){index++; index %= paths.Length; }}public override void Reason(GameObject npc){npc.GetComponent().SetFloat("Speed", moveSpeed ); if (Vector3.Distance(player.position, npc.transform.position) < 10){fSM.PerformTransition(Transition.SeePlayer); }}}

追逐状态:
using System.Collections; using System.Collections.Generic; using UnityEngine; /// /// 追逐状态/// public class ChaseState : FSMState{/// /// 移动速度/// private float moveSpeed = 2f; /// /// 玩家/// private Transform player; public ChaseState(FSMSystem fSM, Transform player) : base(fSM){stateID = StateID.Chase; this. player = player; }public override void Act(GameObject npc){npc.transform.LookAt(player.position); npc.transform.Translate(Vector3.forward * Time.deltaTime * moveSpeed); }public override void Reason(GameObject npc){npc.GetComponent().SetFloat("Speed", moveSpeed / 2); if (Vector3.Distance(player.position, npc.transform.position) >= 10){fSM.PerformTransition(Transition.LostPlayer); }else if (Vector3.Distance(player.position, npc.transform.position) <= 1f ){fSM.PerformTransition(Transition.AttackPlayer); }}}

攻击状态:
using System.Collections; using System.Collections.Generic; using UnityEngine; /// /// 攻击状态/// public class AttackState : FSMState{/// /// 玩家/// private Transform player; public AttackState(FSMSystem fSM, Transform player) : base(fSM){stateID = StateID.Attack; this.player = player; }public override void Act(GameObject npc){}public override void Reason(GameObject npc){if (Vector3.Distance(player.position, npc.transform.position) > 1f){if (Vector3.Distance(player.position, npc.transform.position) >= 10){fSM.PerformTransition(Transition.LostPlayer); }else if (Vector3.Distance(player.position, npc.transform.position) < 10){fSM.PerformTransition(Transition.SeePlayer); }return; }npc.GetComponent().SetTrigger("Attack01"); }}

状态持有者实现类:
using System.Collections; using System.Collections.Generic; using UnityEngine; public class Enemy : MonoBehaviour{private FSMSystem fSM; private Transform player; private void Start(){fSM = new FSMSystem(); FSMState patrolState = new PatrolState(fSM, player); patrolState.AddTransition(Transition.SeePlayer, StateID.Chase); patrolState.AddTransition(Transition.AttackPlayer, StateID.Attack); //patrolState.AddTransition(Transition.LostPlayer, StateID.Patrol); FSMState chaseState = new ChaseState(fSM, player); chaseState.AddTransition(Transition.LostPlayer, StateID.Patrol); chaseState.AddTransition(Transition.AttackPlayer, StateID.Attack); //chaseState.AddTransition(Transition.SeePlayer, StateID.Chase); FSMState attackState = new AttackState(fSM, player); attackState.AddTransition(Transition.SeePlayer, StateID.Chase); attackState.AddTransition(Transition.LostPlayer, StateID.Patrol); //attackState.AddTransition(Transition.AttackPlayer, StateID.Attack); fSM.AddState(patrolState); fSM.AddState(chaseState); fSM.AddState(attackState); }private void Update(){fSM.Update(gameObject); }}

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