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StateMachineSM.cs
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StateMachineSM.cs
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using System;
using UnityEngine;
using UnityEngine.Events;
namespace SO.SMachine
{
//[CreateAssetMenu(fileName = "GameState", menuName = "SM/Machine")]
public class StateMachineSM : MonoBehaviour
{
[SerializeField] private GameStateSMSO CurrentGameState;
//[SerializeField] BoolSO IsGamePused;
[SerializeField] private GameStateSM startState;
[SerializeField] private UnityEvent onSwitchState;
private GameStateSM RuningGameState = null;
//private bool _IsGamePaused;
private void Awake()
{
CurrentGameState.Value = null;
RuningGameState = null;
CurrentGameState.Subscripe(OnStateChange);
}
private void OnEnable()
{
if (startState != null)
CurrentGameState.Value = startState;
}
private void OnDestroy()
{
CurrentGameState.UnSubscripe(OnStateChange);
}
private void OnStateChange(object sender, EventArgs e)
{
Z.InvokeEndOfFrame(() =>
{
if (RuningGameState != null) RuningGameState.OnExit();
RuningGameState = null;
Z.InvokeEndOfFrame(() =>
{
RuningGameState = CurrentGameState.Value;
if (RuningGameState != null) { onSwitchState.Invoke(); RuningGameState.OnEnter(); } else Debuger.LogWarning("Open Null state");
});
});
}
}
}