Traveller/scripts/stateMachine/IStateContext.cs

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1.6 KiB
C#
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using System;
using ColdMint.scripts.debug;
using Godot;
namespace ColdMint.scripts.stateMachine;
/// <summary>
/// <para>Context of the state machine</para>
/// <para>状态机的上下文环境</para>
/// </summary>
public class StateContext
{
private State _currentState;
/// <summary>
/// <para>Previous state</para>
/// <para>前一个状态</para>
/// </summary>
private State _previousState;
/// <summary>
/// <para>The state context holds the current state</para>
/// <para>状态上下文持有当前状态</para>
/// </summary>
public State CurrentState
{
get => _currentState;
set
{
if (_currentState == value)
{
LogCat.LogWarning("try_to_set_the_same_state", label: LogCat.LogLabel.StateContext);
return;
}
LogCat.LogWithFormat("state_change", label: LogCat.LogLabel.StateContext, LogCat.UploadFormat,_currentState, value);
OnStateChange?.Invoke(_currentState, value);
_previousState = _currentState;
_currentState = value;
}
}
/// <summary>
/// <para>Previous state</para>
/// <para>前一个状态</para>
/// </summary>
public State PreviousState
{
get => _previousState;
set => _previousState = value;
}
/// <summary>
/// <para>When the state changes</para>
/// <para>当状态改变时</para>
/// </summary>
public Action<State, State>? OnStateChange;
/// <summary>
/// <para>owner</para>
/// <para>主人</para>
/// </summary>
public Node? Owner { get; set; }
}