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这篇文章主要介绍Unity之FSM有限状态机的示例分析,文中介绍的非常详细,具有一定的参考价值,感兴趣的小伙伴们一定要看完!
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<StateID, FSMState> states = new Dictionary<StateID, FSMState>(); private StateID currentStateID; private FSMState currentFSMState; public void Update(GameObject npc) { currentFSMState.Act(npc); currentFSMState.Reason(npc); } /// <summary> /// 添加状态 /// </summary> /// <param name="fSMState"></param> 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); } /// <summary> /// 删除状态 /// </summary> /// <param name="stateID"></param> public void DeleteState(StateID stateID) { if (stateID == StateID.Null) return; if (!states.ContainsKey(stateID)) return; states.Remove(stateID); } /// <summary> /// 执行状态条件转换 /// </summary> /// <param name="transition"></param> 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<Transition, StateID> dic = new Dictionary<Transition, StateID>(); public FSMState(FSMSystem fSM) { this.fSM = fSM; } /// <summary> /// 增加状态 /// </summary> /// <param name="transition"></param> /// <param name="stateID"></param> 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); } /// <summary> /// 删除状态 /// </summary> /// <param name="transition"></param> public void DeleteTransition(Transition transition) { if (transition == Transition.NullTransition) return; if (!dic.ContainsKey(transition)) return; dic.Remove(transition); } /// <summary> /// 获取状态 /// </summary> /// <param name="transition"></param> /// <returns></returns> public StateID GetStateID(Transition transition) { if (transition == Transition.NullTransition) return StateID.Null; if (!dic.ContainsKey(transition)) return StateID.Null; return dic[transition]; } /// <summary> /// 进入状态 /// </summary> public virtual void StateEnter() { } /// <summary> /// 退出状态 /// </summary> public virtual void StateExit() { } /// <summary> /// 状态持续中,,, /// </summary> /// <param name="npc"></param> public abstract void Act(GameObject npc); /// <summary> /// 状态退出前,,, /// </summary> /// <param name="npc"></param> public abstract void Reason(GameObject npc); }
巡逻状态:
using System.Collections; using System.Collections.Generic; using UnityEngine; /// <summary> /// 巡逻状态 /// </summary> public class PatrolState : FSMState { /// <summary> /// 巡逻路径点集合 /// </summary> private Transform[] paths; /// <summary> /// 当前巡逻路径点索引 /// </summary> private int index = 0; /// <summary> /// 移动速度 /// </summary> private float moveSpeed = 0.5f; /// <summary> /// 玩家 /// </summary> private Transform player; public PatrolState(FSMSystem fSM, Transform player) : base(fSM) { this.player = player; paths = GameObject.Find("Path").GetComponentsInChildren<Transform>(); 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<Animator>().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; /// <summary> /// 追逐状态 /// </summary> public class ChaseState : FSMState { /// <summary> /// 移动速度 /// </summary> private float moveSpeed = 2f; /// <summary> /// 玩家 /// </summary> 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<Animator>().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; /// <summary> /// 攻击状态 /// </summary> public class AttackState : FSMState { /// <summary> /// 玩家 /// </summary> 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<Animator>().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); } }
以上是“Unity之FSM有限状态机的示例分析”这篇文章的所有内容,感谢各位的阅读!希望分享的内容对大家有帮助,更多相关知识,欢迎关注亿速云行业资讯频道!
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