Files
Knight_Hollow/Assets/Scripts/Player/StateMachine.cs

225 lines
4.9 KiB
C#

using System.Collections.Generic;
using UnityEngine;
public enum State
{
IDLE, MOVE, JUMP
}
public class StateMachine
{
private IState _state;
private State _currentState;
//장점 : key 값을 바로 불러와서 value를 리턴할 수 있게 된다. (자료구조가 많은 데이터를 담았을 때 리턴하는 경우 속도의 효율)
//단점 : 자료구조의 데이터가 적을 때, 100개 혹은 10 이하의 데이터에서 Dictionary를 사용할 경우 속도가 오히려 느릴 수 있다.
private Dictionary<State, IState> _states = new Dictionary<State, IState>();
public StateMachine(State state, PlayerMove player)
{
_states.Add(State.IDLE, new IdleState(player));
_states.Add(State.MOVE, new MoveState(player));
_states.Add(State.JUMP, new JumpState(player));
_currentState = state;
_state = _states[state];
_state.Enter();
}
public void Update()
{
_state.Update();
var newState = _state.CheckTransition();
// 상태가 변경되었는지 확인 (참조가 다르면)
if (_currentState != newState)
{
_state.Exit();
SetTransition(newState);
}
}
public void SetTransition(State state)
{
// 다음음 상태로 전환
_currentState = state;
_state = _states[state];
_state.Enter();
}
}
public interface IState
{
void Enter();
void Update();
void Exit();
// 트리거 조건일 경우 다음 상태로 전환
State CheckTransition();
}
public class IdleState : IState
{
private PlayerMove _player; // PlayerMove 객체에 대한 참조
public IdleState(PlayerMove player)
{
_player = player;
}
public void Enter()
{
// _player.Animator.SetBool(PlayerMove.IsMoving, false);
}
public void Update()
{
// 상태별 로직은 여기서는 필요 없음
}
public void Exit()
{
// Idle 상태에서 벗어날 때의 로직
}
public State CheckTransition()
{
if (Input.GetButtonDown("Jump"))
{
return State.JUMP;
}
if (Mathf.Abs(Input.GetAxisRaw("Horizontal")) > 0)
{
return State.MOVE;
}
return State.IDLE;
}
}
public class MoveState : IState
{
private static int _isMoving = Animator.StringToHash("isMoving");
private PlayerMove _player;
public MoveState(PlayerMove player)
{
_player = player;
}
public void Enter()
{
_player.Animator.SetBool(_isMoving, true);
}
public void Update()
{
// 상태별 로직
_player.SpriteRenderer.flipX = Input.GetAxisRaw("Horizontal") > 0;
}
public void Exit()
{
// 이동 상태에서 벗어날 때 필요한 로직
_player.Animator.SetBool(_isMoving, false);
}
public State CheckTransition()
{
if (Input.GetButtonDown("Jump"))
{
return State.JUMP;
}
if (Mathf.Abs(Input.GetAxisRaw("Horizontal")) < 0.1f)
{
return State.IDLE; // Create new IdleState object
}
return State.MOVE;
}
}
public class JumpState : IState
{
private static int _isJumping = Animator.StringToHash("isJumping");
private PlayerMove _player;
public JumpState(PlayerMove player)
{
_player = player;
}
public void Enter()
{
_player.RigidBody.AddForce(Vector2.up * _player.jumpPower, ForceMode2D.Impulse);
_player.Animator.SetBool(_isJumping, true);
}
public void Update()
{
// 점프 중 스프라이트 방향 변경
if (Input.GetButton("Horizontal"))
{
_player.SpriteRenderer.flipX = Input.GetAxisRaw("Horizontal") > 0;
}
}
public void Exit()
{
_player.Animator.SetBool(_isJumping, false);
}
public State CheckTransition()
{
if (_player.RigidBody.linearVelocity.y < 0)
{
RaycastHit2D rayHit = Physics2D.Raycast(_player.RigidBody.position, Vector3.down, 1, LayerMask.GetMask("Platform"));
if (rayHit.collider != null && rayHit.distance < 0.7f)
{
return State.IDLE;
}
}
return State.JUMP;
}
}
public class AttackState : IState
{
private PlayerMove _player;
private IdleState _idleState;
public AttackState(PlayerMove player)
{
_player = player;
}
public void Enter()
{
}
public void Update()
{
}
public void FixedUpdate()
{
}
public void Exit()
{
// _player.Animator.SetBool(PlayerMove.IsAttacking, false);
}
public State CheckTransition()
{
// 공격이 종료됐을 때
// idle
return State.IDLE;
}
}