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因此,我正在使用 Unity 开发一个项目(使用 C# 脚本,尽管问题很大程度上与语言无关),并且我用一个非常简单的状态机来表示各种游戏状态。

public enum State
{
    Initialized,
    ShowBriefing,
    Running,
    Quitting
};

在我的 GameStateController 类中,我处理来自网络的一些命令,假设它看起来像这样:

if (gameState.CurrentState == GameState.State.Initialized) {
    HandleGameCommand ();
    NetworkInterface.Instance.HandlePresenceMessages ();                
} else if (gameState.CurrentState == GameState.State.ShowBriefing) {
    HandleGameCommand ();
    NetworkInterface.Instance.HandlePresenceMessages ();                
} else if (gameState.CurrentState == GameState.State.Running) { 
    HandleGameCommand ();

    if (lookTargets.Count > 0) {
        // do some stuff
    }

    NetworkInterface.Instance.HandlePresenceMessages ();
} else if (gameState.CurrentState == GameState.State.Quitting) {
    NetworkInterface.Instance.Close ();
    Application.Quit ();                
}

HandleGameCommand 通常看起来像这样:

Messages.GameCommand gameCommand = NetworkInterface.Instance.NextMessage<Messages.GameCommand> ("game.command");

if (gameCommand != null) {

    switch (gameCommand.type) {
    case "show-briefing":
        // Show the mission briefing. Currently a NOOP.
        if (gameState.CurrentState == GameState.State.Initialized) {
            gameState.CurrentState = GameState.State.ShowBriefing;
        }

        // Do some other stuff
        break;
    case "run":
        // Set the gameState to Running and respond
        gameState.CurrentState = GameState.State.Running;       
        // Do some other stuff
        break;
    case "detect-look-at":
        if (gameState.CurrentState == GameState.State.Running) {
            lookTargets.Add (json ["target"] as string);
        }
    // And so on

我的问题是 - 有什么更好的方法来做到这一点?我喜欢有一个统一的 GameCommand 处理程序,但我不喜欢我必须在 GameCommand 处理程序中使用 if-else 来检测我所处的状态。

我可以为每个状态创建单独的“HandleGameCommand()”方法——HandleGameCommand-Initialized()、HandleGameCommand-ShowBriefing(),但这似乎很草率。

我可以创建一个Dictionary<State, List<string>>, 并预先构建一个列表,其中列出了要为每个状态处理哪些命令。

是否有一个可靠的模式来做我想做的事情?

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