基于Unity有限状态机框架
这个框架是Unity wiki上的框架。网址:http://wiki.unity3d.com/index.php/Finite_State_Machine
这就相当于是“模板”吧,自己写的代码,写啥都是一个风格,还是得多读书,多看报啊...
有限状态机用来做状态转移,比如代码中的例子,NPC有两个状态跟着主角走(状态A),或者沿着自己的路线走(状态B)。有两个转换,其实就是两条边,A->B,B->A.
框架里面Transition表示边,StateID表示状态,FSMState是一个状态的抽象类,最主要的是Reason方法,就是判断是不是要进行转换,像例子里B状态里写的就是如果npc前面15m有主角,就进行转换,转换的时候又要进行一些个操作。Act方法就是当前状态要做的一些事情。
具体也没用过这个框架,也不知道理解的对不对。。项目里,我都是硬写乱搞的,网上搜了搜说,有限状态机有很多缺点,我觉得简单的只有几个状态的话,也挺方便的,以后可以尝试一下。
框架:
1 using System; 2 using System.Collections; 3 using System.Collections.Generic; 4 using UnityEngine; 5 6 /** 7 A Finite State Machine System based on Chapter 3.1 of Game Programming Gems 1 by Eric Dybsand 8 9 Written by Roberto Cezar Bianchini, July 2010 10 11 12 How to use: 13 1. Place the labels for the transitions and the states of the Finite State System 14 in the corresponding enums. 15 16 2. Write new class(es) inheriting from FSMState and fill each one with pairs (transition-state). 17 These pairs represent the state S2 the FSMSystem should be if while being on state S1, a 18 transition T is fired and state S1 has a transition from it to S2. Remember this is a Deterministic FSM. 19 You can't have one transition leading to two different states. 20 21 Method Reason is used to determine which transition should be fired. 22 You can write the code to fire transitions in another place, and leave this method empty if you 23 feel it's more appropriate to your project. 24 25 Method Act has the code to perform the actions the NPC is supposed do if it's on this state. 26 You can write the code for the actions in another place, and leave this method empty if you 27 feel it's more appropriate to your project. 28 29 3. Create an instance of FSMSystem class and add the states to it. 30 31 4. Call Reason and Act (or whichever methods you have for firing transitions and making the NPCs 32 behave in your game) from your Update or FixedUpdate methods. 33 34 Asynchronous transitions from Unity Engine, like OnTriggerEnter, SendMessage, can also be used, 35 just call the Method PerformTransition from your FSMSystem instance with the correct Transition 36 when the event occurs. 37 38 39 40 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, 41 INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE 42 AND NON-INFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, 43 DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 44 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 45 */ 46 47 48 /// <summary> 49 /// Place the labels for the Transitions in this enum. 50 /// Don't change the first label, NullTransition as FSMSystem class uses it. 51 /// </summary> 52 public enum Transition 53 { 54 NullTransition = 0, // Use this transition to represent a non-existing transition in your system 55 } 56 57 /// <summary> 58 /// Place the labels for the States in this enum. 59 /// Don't change the first label, NullTransition as FSMSystem class uses it. 60 /// </summary> 61 public enum StateID 62 { 63 NullStateID = 0, // Use this ID to represent a non-existing State in your system 64 } 65 66 /// <summary> 67 /// This class represents the States in the Finite State System. 68 /// Each state has a Dictionary with pairs (transition-state) showing 69 /// which state the FSM should be if a transition is fired while this state 70 /// is the current state. 71 /// Method Reason is used to determine which transition should be fired . 72 /// Method Act has the code to perform the actions the NPC is supposed do if it's on this state. 73 /// </summary> 74 public abstract class FSMState 75 { 76 protected Dictionary<Transition, StateID> map = new Dictionary<Transition, StateID>(); 77 protected StateID stateID; 78 public StateID ID { get { return stateID; } } 79 80 public void AddTransition(Transition trans, StateID id) 81 { 82 // Check if anyone of the args is invalid 83 if (trans == Transition.NullTransition) 84 { 85 Debug.LogError("FSMState ERROR: NullTransition is not allowed for a real transition"); 86 return; 87 } 88 89 if (id == StateID.NullStateID) 90 { 91 Debug.LogError("FSMState ERROR: NullStateID is not allowed for a real ID"); 92 return; 93 } 94 95 // Since this is a Deterministic FSM, 96 // check if the current transition was already inside the map 97 if (map.ContainsKey(trans)) 98 { 99 Debug.LogError("FSMState ERROR: State " + stateID.ToString() + " already has transition " + trans.ToString() + 100 "Impossible to assign to another state"); 101 return; 102 } 103 104 map.Add(trans, id); 105 } 106 107 /// <summary> 108 /// This method deletes a pair transition-state from this state's map. 109 /// If the transition was not inside the state's map, an ERROR message is printed. 110 /// </summary> 111 public void DeleteTransition(Transition trans) 112 { 113 // Check for NullTransition 114 if (trans == Transition.NullTransition) 115 { 116 Debug.LogError("FSMState ERROR: NullTransition is not allowed"); 117 return; 118 } 119 120 // Check if the pair is inside the map before deleting 121 if (map.ContainsKey(trans)) 122 { 123 map.Remove(trans); 124 return; 125 } 126 Debug.LogError("FSMState ERROR: Transition " + trans.ToString() + " passed to " + stateID.ToString() + 127 " was not on the state's transition list"); 128 } 129 130 /// <summary> 131 /// This method returns the new state the FSM should be if 132 /// this state receives a transition and 133 /// </summary> 134 public StateID GetOutputState(Transition trans) 135 { 136 // Check if the map has this transition 137 if (map.ContainsKey(trans)) 138 { 139 return map[trans]; 140 } 141 return StateID.NullStateID; 142 } 143 144 /// <summary> 145 /// This method is used to set up the State condition before entering it. 146 /// It is called automatically by the FSMSystem class before assigning it 147 /// to the current state. 148 /// </summary> 149 public virtual void DoBeforeEntering() { } 150 151 /// <summary> 152 /// This method is used to make anything necessary, as reseting variables 153 /// before the FSMSystem changes to another one. It is called automatically 154 /// by the FSMSystem before changing to a new state. 155 /// </summary> 156 public virtual void DoBeforeLeaving() { } 157 158 /// <summary> 159 /// This method decides if the state should transition to another on its list 160 /// NPC is a reference to the object that is controlled by this class 161 /// </summary> 162 public abstract void Reason(GameObject player, GameObject npc); 163 164 /// <summary> 165 /// This method controls the behavior of the NPC in the game World. 166 /// Every action, movement or communication the NPC does should be placed here 167 /// NPC is a reference to the object that is controlled by this class 168 /// </summary> 169 public abstract void Act(GameObject player, GameObject npc); 170 171 } // class FSMState 172 173 174 /// <summary> 175 /// FSMSystem class represents the Finite State Machine class. 176 /// It has a List with the States the NPC has and methods to add, 177 /// delete a state, and to change the current state the Machine is on. 178 /// </summary> 179 public class FSMSystem 180 { 181 private List<FSMState> states; 182 183 // The only way one can change the state of the FSM is by performing a transition 184 // Don't change the CurrentState directly 185 private StateID currentStateID; 186 public StateID CurrentStateID { get { return currentStateID; } } 187 private FSMState currentState; 188 public FSMState CurrentState { get { return currentState; } } 189 190 public FSMSystem() 191 { 192 states = new List<FSMState>(); 193 } 194 195 /// <summary> 196 /// This method places new states inside the FSM, 197 /// or prints an ERROR message if the state was already inside the List. 198 /// First state added is also the initial state. 199 /// </summary> 200 public void AddState(FSMState s) 201 { 202 // Check for Null reference before deleting 203 if (s == null) 204 { 205 Debug.LogError("FSM ERROR: Null reference is not allowed"); 206 } 207 208 // First State inserted is also the Initial state, 209 // the state the machine is in when the simulation begins 210 if (states.Count == 0) 211 { 212 states.Add(s); 213 currentState = s; 214 currentStateID = s.ID; 215 return; 216 } 217 218 // Add the state to the List if it's not inside it 219 foreach (FSMState state in states) 220 { 221 if (state.ID == s.ID) 222 { 223 Debug.LogError("FSM ERROR: Impossible to add state " + s.ID.ToString() + 224 " because state has already been added"); 225 return; 226 } 227 } 228 states.Add(s); 229 } 230 231 /// <summary> 232 /// This method delete a state from the FSM List if it exists, 233 /// or prints an ERROR message if the state was not on the List. 234 /// </summary> 235 public void DeleteState(StateID id) 236 { 237 // Check for NullState before deleting 238 if (id == StateID.NullStateID) 239 { 240 Debug.LogError("FSM ERROR: NullStateID is not allowed for a real state"); 241 return; 242 } 243 244 // Search the List and delete the state if it's inside it 245 foreach (FSMState state in states) 246 { 247 if (state.ID == id) 248 { 249 states.Remove(state); 250 return; 251 } 252 } 253 Debug.LogError("FSM ERROR: Impossible to delete state " + id.ToString() + 254 ". It was not on the list of states"); 255 } 256 257 /// <summary> 258 /// This method tries to change the state the FSM is in based on 259 /// the current state and the transition passed. If current state 260 /// doesn't have a target state for the transition passed, 261 /// an ERROR message is printed. 262 /// </summary> 263 public void PerformTransition(Transition trans) 264 { 265 // Check for NullTransition before changing the current state 266 if (trans == Transition.NullTransition) 267 { 268 Debug.LogError("FSM ERROR: NullTransition is not allowed for a real transition"); 269 return; 270 } 271 272 // Check if the currentState has the transition passed as argument 273 StateID id = currentState.GetOutputState(trans); 274 if (id == StateID.NullStateID) 275 { 276 Debug.LogError("FSM ERROR: State " + currentStateID.ToString() + " does not have a target state " + 277 " for transition " + trans.ToString()); 278 return; 279 } 280 281 // Update the currentStateID and currentState 282 currentStateID = id; 283 foreach (FSMState state in states) 284 { 285 if (state.ID == currentStateID) 286 { 287 // Do the post processing of the state before setting the new one 288 currentState.DoBeforeLeaving(); 289 290 currentState = state; 291 292 // Reset the state to its desired condition before it can reason or act 293 currentState.DoBeforeEntering(); 294 break; 295 } 296 } 297 298 } // PerformTransition() 299 300 } //class FSMSystem
例子:
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