• Stars
    star
    273
  • Rank 150,754 (Top 3 %)
  • Language
    C#
  • License
    MIT License
  • Created almost 9 years ago
  • Updated about 5 years ago

Reviews

There are no reviews yet. Be the first to send feedback to the community and the maintainers!

Repository Details

Fluent API for creating state machines in C#

Fluent-State-Machine Build Status NuGet

Fluent API for creating hierarchical finite state machines in C#.

A basic example - creating a state machine with a single state

Reference the dll and include the namespace:

using RSG;

Create a state via the builder class:

var rootState = new StateMachineBuilder()
    .State("main")
        .Enter(state => {
            Console.WriteLine("Entered main state");
        })
        .Update((state, deltaTime) => {
            Console.WriteLine("Updating main state");
        })
    .End()
    .Build();

Calling Build() on our StateMachineBuilder sets up all the states we've specified and returns a root state which is automatically created to be the parent of any top-level states we create.

The function in Enter will be called once when we first enter the state, and the function in Update will be called every time we update the state.

Once our state machine is set up, we then need to set the initial state:

rootState.ChangeState("main");

Finally, we can update our currently active state with a specified time since the last update as follows:

rootState.Update(timeSinceLastFrame); 

Conditions

As well as Enter and Update, conditions can be set up, which are functions called when the state is updated only when a specified predicate is satisfied.

var rootState = new StateMachineBuilder()
    .State("main")
        .Enter(state => {
            Console.WriteLine("Entered main state");
        })
        .Update((state, deltaTime) => {
            Console.WriteLine("Updating main state");
        })
        .Condition(() => SomeBoolean, state => {
            Console.WriteLine("Condition satisfied");
        })
    .End()
    .Build();

The predicate to the condition is also a function, and this function will be invoked every time the state is updated.

Using multiple states

Switch between states by using IState.ChangeState(stateName)

var rootState = new StateMachineBuilder()
    .State("main")
        .Enter(state => {
            Console.WriteLine("Entered main state");
        })
        .Update((state, deltaTime) => {
            Console.WriteLine("Updating main state");
        })
        .Condition(() => SomeBoolean, state => {
            state.Parent.ChangeState("secondary");
        })
        .Exit(state => {
            Console.WriteLine("Exited main state");
        })
    .End()
    .State("secondary")
        .Enter(state => {
            Console.WriteLine("Entered secondary state")
        })
    .End()
    .Build();

ChangeState will attempt to exit the current state and change to the specified one. Note that since both our "main" state and "secondary" states are children of the root state, we actually need to call ChangeState on the main state's parent (which in this case is the root state).

The function specified in Exit will be called when we exit the main state.

Nesting states

Nested states, sometimes referred to as super-states are useful for encapsulating different parts of logic and simplifying transitions between states.

var rootState = new StateMachineBuilder()
    .State("main")
        .Enter(state => {
            Console.WriteLine("Entered main state");
        })
        .Update((state, deltaTime) => {
            Console.WriteLine("Updating main state");
        })
        .Condition(() => SomeBoolean, state => {
            state.ChangeState("child");
        })
        .Exit(state => {
            Console.WriteLine("Exited main state");
        })
        .State("child")
            .Enter(state => {
                Console.WriteLine("Entered secondary state")
            })
        .End()
    .End()
    .Build();

Our second state is now a child of the main state. This example doesn't really add any extra functionality but serves to show how a nesting can work in its most basic form. Note that Exit is not called on the main state when we change to it even though it is no longer being updated, since it is still technically active but only the end of the tree is updated.

Pushing and popping nested states

In addition to a list of children, each state contains a stack of active children

var rootState = new StateMachineBuilder()
    .State("main")
        .Enter(state => {
            Console.WriteLine("Entered main state");
        })
        .Update((state, deltaTime) => {
            Console.WriteLine("Updating main state");
        })
        .Condition(() => SomeBoolean, state => {
            state.PushState("firstChild");
        })
        .Exit(state => {
            Console.WriteLine("Exited main state");
        })
        .State("firstChild")
            .Enter(state => {
                Console.WriteLine("Entered secondary state")
            })
            .Condition(() => SomeBoolean, state => {
                state.Parent.PushState("secondChild");
            })
        .End()
        .State("secondChild")
            .Enter(state => {
                Console.WriteLine("Entered third child state")
            })
            .Condition(() => ShouldPopState, state => {
                state.Parent.PopState();
            })
        .End()
    .End()
    .Build();

In this example, we will start out in main, then when SomeBoolean is true we'll go to firstChild. If SomeBoolean is still true we will transition to secondChild, and then when ShouldPopState is true we will go back the previous state on the stack (in this case firstChild).

Events

The state builder doesn't give us a reference to the new states it creates, but if we want to trigger an action on the currently active state that we don't want to run every frame (like a condition) we can use an event.

var rootState = new StateMachineBuilder()
    .State("main")
        .Enter(state => {
            Console.WriteLine("Entered main state");
        })
        .Update((state, deltaTime) => {
            Console.WriteLine("Updating main state");
        })
        .Condition(() => SomeBoolean, state => {
            state.ChangeState("child");
        })
        .State("child")
            .Enter(state => {
                Console.WriteLine("Entered secondary state")
            })
            .Event("MyEvent", state => {
                Console.WriteLine("MyEvent triggered");
            });
        .End()
    .End()
    .Build();

Invoking the event on the root state will trigger it on whatever the currently active state is:

rootState.TriggerEvent("MyEvent"); 

Custom states

Sometimes we will want to have data shared by the Enter, Update, Condition, Event and Exit functions of a state, specific to that state, or we might want to have some methods that are internal to just that state. This an be achieved by creating a sub-class of AbstractState that has our extra functionality in it, and specifying this when we create the state.

class MainState : AbstractState
{
    public string updateMessage = "Updating main state";
    
    public void PushChildState()
    {
        PushState("child");
    }
}

Note that since this class inherits from AbstractState, it has full access to methods for pushing, popping and changing states. Since this will be newed-up by the state builder it must have either no constructor or a parameterless constructor.

Setting up the state is basically the same as it would otherwise be except that we now also specify the type of the state. The name field is now optional since the builder can just automatically take the name from the name of the class it uses, although since no two states that are children of the same state can have the same name, this can only be done once per type of state for each group.

var rootState = new StateMachineBuilder()
    .State<MainState>()
        .Enter(state => {
            Console.WriteLine("Entered main state");
        })
        .Update((state, deltaTime) => {
            Console.WriteLine(state.updateMessage);
        })
        .Condition(() => SomeBoolean, state => {
            state.PushChildState();
        })
        .State("child")
            .Enter(state => {
                Console.WriteLine("Entered secondary state")
            })
            .Event("MyEvent", state => {
                Console.WriteLine("MyEvent triggered");
            });
        .End()
    .End()
    .Build();

Examples

In the Examples directory there are a couple of example projects to demonstrate usage of the library.

Example 1

This sample demonstrates a fairly simple state machine with custom nested states, from a console app.

Unity Example

This sample comes as a Unity project and shows how one could set up the library for use in a Unity game, as well as using events to trigger actions in response to Unity physics collision events.

More Repositories

1

C-Sharp-Promise

Promises library for C# for management of asynchronous operations.
C#
1,170
star
2

Unity-Weld

MVVM-style data-binding system for Unity.
C#
479
star
3

Unity-Scene-Query

A library to traverse and query the Unity scene to find particular objects, uses something similar to CSS selectors to identify game objects.
C#
84
star
4

Unity-Weld-Examples

An example Unity project that demonstrates Unity-Weld.
C#
76
star
5

Unity-Android-Plugin-Example

A simple example of an Android specific plugin for Unity3d
C#
75
star
6

Factory

Factory for object creation and dependency injection. Works with normal C# apps or under Unity3d
C#
66
star
7

Unity-Editor-UI

A wrapper around the Unity editor GUI system for constructing editor windows using a fluent API instead of Unity's `OnGUI` functions.
C#
65
star
8

Unity-Dependency-Injection-Example

An example that shows how simple Unity scene-based dependency injection can be.
C#
26
star
9

RSG.UnityApp

Collection or RSG Utilities for Unity3D development.
C#
23
star
10

Unity-Async-and-Promises

Examples of async operations in Unity using promises
C#
19
star
11

Unity-Dependency-Injection

A simple scene-based dependency injection system for Unity.
C#
14
star
12

Unity-Debug-Helper

A collection of tools for visual debugging in Unity3d.
C#
10
star
13

RSG.Toolkit

Small toolkit of generally useful C# code. Used by Real Serious Games to develop applications on Unity3D.
C#
8
star
14

Metrics

A metrics output system for collecting data for analytics.
C#
8
star
15

Unity-Scene-Traversal-Examples

Examples of scene traversal using the Unity game engine.
C#
8
star
16

LogViewer

A web application for viewing log files stored in a MongoDB database. Logs are assumed to be in Serilog format.
JavaScript
7
star
17

task-mule

Yet another task runner.... seriously why use Grunt or Gulp when you can write your own?
JavaScript
5
star
18

activecollab-discord-bot

Discord integration for ActiveCollab
TypeScript
4
star
19

Unity-Scene-Query-Examples

Examples of using the Scene Query library to query the Unity scene
C#
4
star
20

Unity3D-Factory-Example

An example of the RSG Factory in a Unity3D example project.
C#
3
star
21

LogServer

A simple server that accepts Serilog logs via HTTP post and adds them to your MongoDB database.
JavaScript
3
star
22

P4-NodeJS

NodeJS Javascript API for Perforce.
JavaScript
3
star
23

Binding-System

Bind to an object graph and monitor it for changes and events.
C#
3
star
24

Metrics-Server

A server for receeving metrics by HTTP post.
JavaScript
2
star
25

GearVR-HMD-Monitor

C#
1
star
26

task-mule-cli

Command line runner for task-mule.
JavaScript
1
star
27

confucious

App configuration management. Kind of like nconf, but easier to use, predicable and more flexible.
JavaScript
1
star
28

RSG-Portal

Updater for sideloaded Android apps
Java
1
star