Inventory Engine  v4.0
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MoreMountains.Tools.MMStateMachine< T > Class Template Reference

StateMachine manager, designed with simplicity in mind (as simple as a state machine can be anyway). More...

Inherits MoreMountains.Tools.MMIStateMachine.

Public Member Functions

delegate void OnStateChangeDelegate ()
 
 MMStateMachine (GameObject target, bool triggerEvents)
 Creates a new StateMachine, with a targetName (used for events, usually use GetInstanceID()), and whether you want to use events with it or not More...
 
virtual void ChangeState (T newState)
 Changes the current movement state to the one specified in the parameters, and triggers exit and enter events if needed More...
 
virtual void RestorePreviousState ()
 Returns the character to the state it was in before its current state More...
 

Public Attributes

GameObject Target
 the name of the target gameobject More...
 
OnStateChangeDelegate OnStateChange
 an event you can listen to to listen locally to changes on that state machine to listen to them, from any class : void OnEnable() { yourReferenceToTheStateMachine.OnStateChange += OnStateChange; } void OnDisable() { yourReferenceToTheStateMachine.OnStateChange -= OnStateChange; } void OnStateChange() { // Do something } More...
 

Properties

virtual bool TriggerEvents [get, set]
 If you set TriggerEvents to true, the state machine will trigger events when entering and exiting a state. More...
 
virtual T CurrentState [get, protected set]
 the current character's movement state More...
 
virtual T PreviousState [get, protected set]
 the character's movement state before entering the current one More...
 
- Properties inherited from MoreMountains.Tools.MMIStateMachine
bool TriggerEvents [get, set]
 

Detailed Description

StateMachine manager, designed with simplicity in mind (as simple as a state machine can be anyway).

To use it, you need an enum. For example : public enum CharacterConditions { Normal, ControlledMovement, Frozen, Paused, Dead } Declare it like so : public StateMachine<CharacterConditions> ConditionStateMachine; Initialize it like that : ConditionStateMachine = new StateMachine<CharacterConditions>(); Then from anywhere, all you need to do is update its state when needed, like that for example : ConditionStateMachine.ChangeState(CharacterConditions.Dead); The state machine will store for you its current and previous state, accessible at all times, and will also optionnally trigger events on enter/exit of these states.

Type Constraints
T :struct 
T :IComparable 
T :IConvertible 
T :IFormattable 

Constructor & Destructor Documentation

◆ MMStateMachine()

MoreMountains.Tools.MMStateMachine< T >.MMStateMachine ( GameObject  target,
bool  triggerEvents 
)

Creates a new StateMachine, with a targetName (used for events, usually use GetInstanceID()), and whether you want to use events with it or not

Parameters
targetNameTarget name.
triggerEventsIf set to true trigger events.

Member Function Documentation

◆ ChangeState()

virtual void MoreMountains.Tools.MMStateMachine< T >.ChangeState ( newState)
virtual

Changes the current movement state to the one specified in the parameters, and triggers exit and enter events if needed

Parameters
newStateNew state.

◆ OnStateChangeDelegate()

delegate void MoreMountains.Tools.MMStateMachine< T >.OnStateChangeDelegate ( )

◆ RestorePreviousState()

virtual void MoreMountains.Tools.MMStateMachine< T >.RestorePreviousState ( )
virtual

Returns the character to the state it was in before its current state

Member Data Documentation

◆ OnStateChange

an event you can listen to to listen locally to changes on that state machine to listen to them, from any class : void OnEnable() { yourReferenceToTheStateMachine.OnStateChange += OnStateChange; } void OnDisable() { yourReferenceToTheStateMachine.OnStateChange -= OnStateChange; } void OnStateChange() { // Do something }

◆ Target

GameObject MoreMountains.Tools.MMStateMachine< T >.Target

the name of the target gameobject

Property Documentation

◆ CurrentState

virtual T MoreMountains.Tools.MMStateMachine< T >.CurrentState
getprotected set

the current character's movement state

◆ PreviousState

virtual T MoreMountains.Tools.MMStateMachine< T >.PreviousState
getprotected set

the character's movement state before entering the current one

◆ TriggerEvents

virtual bool MoreMountains.Tools.MMStateMachine< T >.TriggerEvents
getset

If you set TriggerEvents to true, the state machine will trigger events when entering and exiting a state.

Additionnally, it has options to trigger events on state change that can be listened to from any listener, without a delegate's hard binding, like so : let's assume in some class we have a public MMStateMachine<CharacterStates.MovementStates> MovementState, and we use that to track the state of a moving character (idle, walking, running etc) in any other class, we could do : public class TestListener : MonoBehaviour, MMEventListener<MMStateChangeEvent<CharacterStates.MovementStates>> { // triggered every time a state change event occurs public void OnMMEvent(MMStateChangeEvent<CharacterStates.MovementStates> stateChangeEvent) { if (stateChangeEvent.NewState == CharacterStates.MovementStates.Crawling) { //do something - in a real life scenario you'd probably make sure you have the right target, etc. } }

private void OnEnable() // on enable we start listening for these events { MMEventManager.AddListener<MMStateChangeEvent<CharacterStates.MovementStates>>(this); }

private void OnDisable() // on disable we stop listening for these events { MMEventManager.RemoveListener<MMStateChangeEvent<CharacterStates.MovementStates>>(this); } } Now every time this character's movement state changes, the OnMMEvent method will be called, and you can do whatever you want with it.

whether or not this state machine broadcasts events


The documentation for this class was generated from the following file: