I'm trying to implement a simple state machine based on a modified version of the state pattern using methods as states instead of classes, something like this:
private Action<Input> currentState;
private void NextState(Input i) {
currentState(i);
}
private void State1(Input i) {
if( i ... )
currentState = State1;
else
currentState = State2;
}
private void State2(Input i) {
if( i ... )
currentState = State1;
else
currentState = State2;
}
But it would be more elegant if I could do:
private void NextState(Input i) {
currentState = currentState(i);
}
private Func<xxx> State1() {
if( i ... )
return State1;
else
return State2;
}
But I don't know how to write this Func
. Is there a way to do this?
if you want to use methods as states and kind of refer to them "generically", you want function pointers. I'm not familiar with the syntax in c# but in c++ you can pass a pointer to a function, and call that function using its pointer. Essentally this means using a function as a paramater/variable - an action that will be used, but is unknown before runtime.
Look into function pointers, I think that will get you where you need to be, although I'm curious about the nature of what you are doing here exactly.
if you ARE using c#, it uses something called function delegates rather than pointers. read here: http://msdn.microsoft.com/en-us/library/ms173171.aspx
You might want to take a look at this article, which discusses the use of the yield statement for doing state machines. This is commonly done in, for example, in the Unity3d game engine. (another discussion here)
If you want to use functions which return
void
, try usingAction
instead.If you want to use a function which returns a function with it's own signature, you have to define a custom delegate type first. Here's a generic version:
This will help you avoid having inner state functions.