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Question by hellaeon · Dec 16, 2015 at 10:06 PM · c#state-machinepatternbest-practices

A smarter way to create a state machine within a state machine

Hi all,

I have an interesting problem that has likely a better way to be solved then I am doing it.

Essentially consider that I have 2 enums.

 enum matchStates
 {
     PRE_MATCH,
     DURING_MATCH,
     END_MATCH 
 }
 ;
 enum inGameStates
 {
     STARTING,
     SHOOTING,
     SCORING,
     FINISHING
 }
 ;

Within my update loop I have a case statement to loop through the first set of matchStates.

 switch (matchState) {
     case matchStates.PRE_MATCH:
         break;
     case matchStates.DURING_MATCH:
         timer -= Time.fixedDeltaTime;
         if (timer <= 0) {
             ExecuteInGameState();
             timer = timePerTurn;
         }
         break;
     case matchStates.END_MATCH:
         break;
     }

ExecuteInGameState is of course a function that....checks inGameState to see what 'sub action' I need to perform.

 switch (inGameState) {
     case inGameStates. STARTING:
         Starting();
         break;
     case inGameStates.SHOOTING:
         Shooting();
         break;
     case inGameStates. SCORING:
         Scoring();
         break;
     case inGameStates. FINISHING:
         Finishing();
         break;
     }


While this works fine it feels like a code smell so I am wanting to see what C# or unity pattern should be considered for such a problem - if such a thing exists. I know the animation engine has the concept of sub states which is what I have here, but when I look at the code, it just feels messy and makes the class look clunky.

Any thoughts?

Cheers

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