50 lines
1.2 KiB
C#

using Syntriax.Engine.Core;
namespace Syntriax.Engine.StateMachine;
public class StateMachine : Behaviour
{
public event StateChangedEventHandler? OnStateChanged = null;
private IState _state = new State();
public IState State
{
get => _state;
set
{
if (_state == value)
return;
IState previousState = _state;
previousState.OnStateTransitionReady -= OnStateTransitionReady;
_state = value;
previousState.TransitionFrom(value);
value.TransitionTo(_state);
OnStateChanged?.Invoke(this, previousState, value);
value.OnStateTransitionReady += OnStateTransitionReady;
}
}
private void OnStateTransitionReady(IState sender, IState toState)
{
State = toState;
while (State.GetNextState() is IState nextState)
State = nextState;
}
protected override void OnUpdate()
{
if (State is null)
return;
while (State.GetNextState() is IState nextState)
State = nextState;
State.Update();
}
public delegate void StateChangedEventHandler(StateMachine sender, IState previousState, IState newState);
}