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/****************************************************
文件: StateMgr.cs
作者: Plane
邮箱: 1785275942@qq.com
日期: 2019/03/15 9:08
功能:状态管理器
*****************************************************/
using UnityEngine ;
using System.Collections.Generic ;
public class StateMgr : MonoBehaviour {
private Dictionary < AniState , IState > fsm = new Dictionary < AniState , IState > ( ) ;
public void Init ( ) {
//fsm.Add(AniState.Born, new StateBorn());
}
public void ChangeStatus ( EntityBase entity , AniState targetState , params object [ ] args ) {
if ( entity . currentAniState = = targetState ) {
return ;
}
if ( fsm . ContainsKey ( targetState ) ) {
if ( entity . currentAniState ! = AniState . None ) {
fsm [ entity . currentAniState ] . Exit ( entity , args ) ;
}
fsm [ targetState ] . Enter ( entity , args ) ;
fsm [ targetState ] . Process ( entity , args ) ;
}
}
}