feat: add random auto teleport state

This commit is contained in:
Bragin Stepan
2026-03-03 19:28:16 +05:00
parent c04b0a259a
commit 11e28b1e09
20 changed files with 350 additions and 28 deletions

View File

@@ -0,0 +1,51 @@
using System;
using System.Collections.Generic;
using _Project.Develop.Runtime.Utilities.Conditions;
using _Project.Develop.Runtime.Utils.InputManagement.States;
using Assets._Project.Develop.Runtime.Infrastructure.DI;
using Assets._Project.Develop.Runtime.Utilities.StateMachineCore;
namespace _Project.Develop.Runtime.Utils.InputManagement
{
public class InputStateMachine : StateMachine<IState>, IInitializable, IDisposable
{
private readonly IPlayerInput _playerInput;
private readonly IUIInput _uiInput;
public InputStateMachine(List<IDisposable> disposables) : base(disposables)
{ }
public InputStateMachine(DIContainer container) : base(new List<IDisposable>())
{
_playerInput = container.Resolve<IPlayerInput>();
_uiInput = container.Resolve<IUIInput>();
}
public void Initialize()
{
PlayerInputState playerInputState = new(_playerInput);
UIInputState uiInputState = new(_uiInput);
ICompositeCondition playerToUiStateCondition = new CompositeCondition(LogicOperationsUtils.Or)
.Add(new FuncCondition(() => _uiInput.IsEnabled));
// .Add(new FuncCondition(() => _playerHorseInput.IsEnabled));
ICompositeCondition uiToPlayerStateCondition = new CompositeCondition(LogicOperationsUtils.Or)
.Add(new FuncCondition(() => _playerInput.IsEnabled));
// .Add(new FuncCondition(() => _playerHorseInput.IsEnabled));
AddState(playerInputState);
AddState(uiInputState);
AddTransition(playerInputState, uiInputState, playerToUiStateCondition);
AddTransition(uiInputState, playerInputState, uiToPlayerStateCondition);
Enter();
}
public void Dispose()
{
Exit();
}
}
}