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//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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using GameFramework;
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using GameFramework.Fsm;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace UnityGameFramework.Runtime
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{
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/// <summary>
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/// 有限状态机组件。
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/// </summary>
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[DisallowMultipleComponent]
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[AddComponentMenu("Game Framework/FSM")]
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public sealed class FsmComponent : GameFrameworkComponent
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{
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private IFsmManager m_FsmManager = null;
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/// <summary>
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/// 获取有限状态机数量。
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/// </summary>
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public int Count
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{
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get
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{
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return m_FsmManager.Count;
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}
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}
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/// <summary>
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/// 游戏框架组件初始化。
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/// </summary>
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protected override void Awake()
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{
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base.Awake();
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m_FsmManager = GameFrameworkEntry.GetModule<IFsmManager>();
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if (m_FsmManager == null)
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{
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Log.Fatal("FSM manager is invalid.");
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return;
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}
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}
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private void Start()
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{
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}
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/// <summary>
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/// 检查是否存在有限状态机。
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/// </summary>
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/// <typeparam name="T">有限状态机持有者类型。</typeparam>
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/// <returns>是否存在有限状态机。</returns>
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public bool HasFsm<T>() where T : class
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{
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return m_FsmManager.HasFsm<T>();
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}
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/// <summary>
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/// 检查是否存在有限状态机。
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/// </summary>
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/// <param name="ownerType">有限状态机持有者类型。</param>
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/// <returns>是否存在有限状态机。</returns>
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public bool HasFsm(Type ownerType)
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{
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return m_FsmManager.HasFsm(ownerType);
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}
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/// <summary>
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/// 检查是否存在有限状态机。
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/// </summary>
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/// <typeparam name="T">有限状态机持有者类型。</typeparam>
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/// <param name="name">有限状态机名称。</param>
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/// <returns>是否存在有限状态机。</returns>
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public bool HasFsm<T>(string name) where T : class
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{
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return m_FsmManager.HasFsm<T>(name);
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}
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/// <summary>
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/// 检查是否存在有限状态机。
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/// </summary>
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/// <param name="ownerType">有限状态机持有者类型。</param>
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/// <param name="name">有限状态机名称。</param>
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/// <returns>是否存在有限状态机。</returns>
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public bool HasFsm(Type ownerType, string name)
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{
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return m_FsmManager.HasFsm(ownerType, name);
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}
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/// <summary>
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/// 获取有限状态机。
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/// </summary>
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/// <typeparam name="T">有限状态机持有者类型。</typeparam>
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/// <returns>要获取的有限状态机。</returns>
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public IFsm<T> GetFsm<T>() where T : class
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{
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return m_FsmManager.GetFsm<T>();
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}
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/// <summary>
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/// 获取有限状态机。
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/// </summary>
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/// <param name="ownerType">有限状态机持有者类型。</param>
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/// <returns>要获取的有限状态机。</returns>
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public FsmBase GetFsm(Type ownerType)
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{
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return m_FsmManager.GetFsm(ownerType);
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}
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/// <summary>
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/// 获取有限状态机。
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/// </summary>
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/// <typeparam name="T">有限状态机持有者类型。</typeparam>
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/// <param name="name">有限状态机名称。</param>
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/// <returns>要获取的有限状态机。</returns>
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public IFsm<T> GetFsm<T>(string name) where T : class
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{
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return m_FsmManager.GetFsm<T>(name);
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}
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/// <summary>
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/// 获取有限状态机。
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/// </summary>
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/// <param name="ownerType">有限状态机持有者类型。</param>
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/// <param name="name">有限状态机名称。</param>
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/// <returns>要获取的有限状态机。</returns>
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public FsmBase GetFsm(Type ownerType, string name)
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{
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return m_FsmManager.GetFsm(ownerType, name);
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}
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/// <summary>
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/// 获取所有有限状态机。
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/// </summary>
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public FsmBase[] GetAllFsms()
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{
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return m_FsmManager.GetAllFsms();
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}
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/// <summary>
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/// 获取所有有限状态机。
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/// </summary>
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/// <param name="results">所有有限状态机。</param>
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public void GetAllFsms(List<FsmBase> results)
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{
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m_FsmManager.GetAllFsms(results);
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}
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/// <summary>
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/// 创建有限状态机。
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/// </summary>
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/// <typeparam name="T">有限状态机持有者类型。</typeparam>
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/// <param name="owner">有限状态机持有者。</param>
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/// <param name="states">有限状态机状态集合。</param>
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/// <returns>要创建的有限状态机。</returns>
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public IFsm<T> CreateFsm<T>(T owner, params FsmState<T>[] states) where T : class
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{
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return m_FsmManager.CreateFsm(owner, states);
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}
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/// <summary>
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/// 创建有限状态机。
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/// </summary>
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/// <typeparam name="T">有限状态机持有者类型。</typeparam>
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/// <param name="name">有限状态机名称。</param>
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/// <param name="owner">有限状态机持有者。</param>
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/// <param name="states">有限状态机状态集合。</param>
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/// <returns>要创建的有限状态机。</returns>
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public IFsm<T> CreateFsm<T>(string name, T owner, params FsmState<T>[] states) where T : class
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{
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return m_FsmManager.CreateFsm(name, owner, states);
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}
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/// <summary>
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/// 创建有限状态机。
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/// </summary>
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/// <typeparam name="T">有限状态机持有者类型。</typeparam>
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/// <param name="owner">有限状态机持有者。</param>
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/// <param name="states">有限状态机状态集合。</param>
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/// <returns>要创建的有限状态机。</returns>
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public IFsm<T> CreateFsm<T>(T owner, List<FsmState<T>> states) where T : class
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{
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return m_FsmManager.CreateFsm(owner, states);
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}
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/// <summary>
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/// 创建有限状态机。
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/// </summary>
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/// <typeparam name="T">有限状态机持有者类型。</typeparam>
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/// <param name="name">有限状态机名称。</param>
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/// <param name="owner">有限状态机持有者。</param>
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/// <param name="states">有限状态机状态集合。</param>
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/// <returns>要创建的有限状态机。</returns>
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public IFsm<T> CreateFsm<T>(string name, T owner, List<FsmState<T>> states) where T : class
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{
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return m_FsmManager.CreateFsm(name, owner, states);
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}
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/// <summary>
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/// 销毁有限状态机。
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/// </summary>
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/// <typeparam name="T">有限状态机持有者类型。</typeparam>
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/// <returns>是否销毁有限状态机成功。</returns>
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public bool DestroyFsm<T>() where T : class
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{
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return m_FsmManager.DestroyFsm<T>();
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}
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/// <summary>
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/// 销毁有限状态机。
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/// </summary>
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/// <param name="ownerType">有限状态机持有者类型。</param>
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/// <returns>是否销毁有限状态机成功。</returns>
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public bool DestroyFsm(Type ownerType)
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{
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return m_FsmManager.DestroyFsm(ownerType);
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}
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/// <summary>
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/// 销毁有限状态机。
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/// </summary>
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/// <typeparam name="T">有限状态机持有者类型。</typeparam>
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/// <param name="name">要销毁的有限状态机名称。</param>
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/// <returns>是否销毁有限状态机成功。</returns>
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public bool DestroyFsm<T>(string name) where T : class
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{
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return m_FsmManager.DestroyFsm<T>(name);
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}
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/// <summary>
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/// 销毁有限状态机。
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/// </summary>
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/// <param name="ownerType">有限状态机持有者类型。</param>
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/// <param name="name">要销毁的有限状态机名称。</param>
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/// <returns>是否销毁有限状态机成功。</returns>
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public bool DestroyFsm(Type ownerType, string name)
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{
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return m_FsmManager.DestroyFsm(ownerType, name);
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}
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/// <summary>
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/// 销毁有限状态机。
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/// </summary>
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/// <typeparam name="T">有限状态机持有者类型。</typeparam>
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/// <param name="fsm">要销毁的有限状态机。</param>
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/// <returns>是否销毁有限状态机成功。</returns>
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public bool DestroyFsm<T>(IFsm<T> fsm) where T : class
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{
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return m_FsmManager.DestroyFsm(fsm);
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}
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/// <summary>
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/// 销毁有限状态机。
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/// </summary>
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/// <param name="fsm">要销毁的有限状态机。</param>
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/// <returns>是否销毁有限状态机成功。</returns>
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public bool DestroyFsm(FsmBase fsm)
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{
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return m_FsmManager.DestroyFsm(fsm);
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: ac872c3ce4121bb46a74927b35780534
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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userData:
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assetBundleVariant:
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