Firstborn/Library/PackageCache/com.unity.visualscripting@1.../Editor/VisualScripting.State/States/StateAnalyser.cs

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2023-03-28 13:24:16 -04:00
using System.Collections.Generic;
namespace Unity.VisualScripting
{
[Analyser(typeof(IState))]
public class StateAnalyser<TState> : Analyser<TState, StateAnalysis>
where TState : class, IState
{
public StateAnalyser(GraphReference reference, TState target) : base(reference, target) { }
public TState state => target;
[Assigns]
protected virtual bool IsEntered()
{
using (var recursion = Recursion.New(1))
{
return IsEntered(state, recursion);
}
}
[Assigns]
protected virtual IEnumerable<Warning> Warnings()
{
if (!IsEntered())
{
yield return Warning.Info("State is never entered.");
}
}
private bool IsEntered(IState state, Recursion recursion)
{
if (state.isStart)
{
return true;
}
if (!recursion?.TryEnter(state) ?? false)
{
return false;
}
foreach (var incomingTransition in state.incomingTransitions)
{
if (IsEntered(incomingTransition.source, recursion) && incomingTransition.Analysis<StateTransitionAnalysis>(context).isTraversed)
{
recursion?.Exit(state);
return true;
}
}
recursion?.Exit(state);
return false;
}
}
}