之前用GDScript写过一个通用状态机, 最近又参考了GDQuest的开源项目godot-3d-mannequin重写了一版。个人觉得GDQuest的版本耦合度稍大,不便于后期维护,不过他使用节点树代替我之前版本的字典容器,是非常巧妙的设计,不但减少了代码量而且便于动态增减状态。不论是哪个版本,能够在50行代码之内完成一个状态机,足以说明GDScirpt这种语言对游戏逻辑开发的友好
FSM类extends Node
class_name FSM
signal transitioned(state_path)
export var _host : NodePath = NodePath("..")
onready var host := get_node_or_null(_host)
export var initial_state : NodePath = ""
onready var state := get_node_or_null(initial_state)
func _ready() -> void:
yield(owner, "ready")
if is_instance_valid(state):
state.enter(self)
func _process(delta: float) -> void:
if is_instance_valid(state):
state.update(self,delta)
func _physics_process(delta: float) -> void:
if is_instance_valid(state):
state.fixed_update(self,delta)
func _unhandled_input(event) -> void:
if is_instance_valid(state):
state.input(self,event)
func transition_to(target_state_path: String, msg: Dictionary = {}) -> void:
if not has_node(target_state_path):
return
if is_instance_valid(state):
state.exit(self)
state = get_node_or_null(target_state_path)
if is_instance_valid(state):
state.enter(self,msg)
emit_signal("transitioned",target_state_path)
State类
extends Node
class_name State
func enter(fsm:FSM,msg:Dictionary = {}) -> void:
return
func update(fsm:FSM,delta:float) -> void:
return
func fixed_update(fsm:FSM,delta:float) -> void:
return
func exit(fsm:FSM) -> void:
return
func input(fsm:FSM,e:InputEvent)-> void:
return