Firstborn/Assets/RPG Creation Kit/Scripts/ConditionsSystem/Condition.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using RPGCreationKit;
using System.Reflection;
using System;
namespace RPGCreationKit
{
public enum ComparisionOperators
{
Equal = 0,
LessThan = 1,
GreaterThan = 2,
LessOrEqualThan = 3,
GreaterOrEqualThan = 4,
NotEqual = 5
};
[System.Serializable]
public class Condition
{
public string MethodToCall;
public ConditionParameter[] parameters = new ConditionParameter[5];
public ComparisionOperators compOperator;
public float customValue = 1.0f;
public bool OR = false;
public bool conditionValue { get { return VerifyCondition(); } }
// -----------------------------------------------------------------------------
// For using global variables in Condition
// -----------------------------------------------------------------------------
public bool useGlobal;
public string propertyName;
public ConditionParameterType propertyType;
public int propertyIntValue;
public float propertyFloatValue;
private bool VerifyCondition()
{
// Take the condition result
float conditionResult = ExecuteCondition(MethodToCall, parameters);
// Do the comparision
bool comparisionResult = false;
switch(compOperator)
{
case ComparisionOperators.Equal:
if (useGlobal) // if we're using a global variable
{
// Select the correct type and compare
if(propertyType == ConditionParameterType.INT)
comparisionResult = ((int)conditionResult == propertyIntValue);
else if(propertyType == ConditionParameterType.FLOAT)
comparisionResult = (conditionResult == propertyFloatValue);
else
comparisionResult = (conditionResult == propertyIntValue); // default
}
else
comparisionResult = (conditionResult == customValue);
break;
case ComparisionOperators.GreaterOrEqualThan:
if (useGlobal)
{
if (propertyType == ConditionParameterType.INT)
comparisionResult = (conditionResult >= propertyIntValue);
else if (propertyType == ConditionParameterType.FLOAT)
comparisionResult = (conditionResult >= propertyFloatValue);
else
comparisionResult = (conditionResult >= propertyIntValue);
}
else
comparisionResult = (conditionResult >= customValue);
break;
case ComparisionOperators.GreaterThan:
if (useGlobal)
{
if (propertyType == ConditionParameterType.INT)
comparisionResult = (conditionResult > propertyIntValue);
else if (propertyType == ConditionParameterType.FLOAT)
comparisionResult = (conditionResult > propertyFloatValue);
else
comparisionResult = (conditionResult > propertyIntValue);
}
else
comparisionResult = (conditionResult > customValue);
break;
case ComparisionOperators.LessOrEqualThan:
if (useGlobal)
{
if (propertyType == ConditionParameterType.INT)
comparisionResult = (conditionResult <= propertyIntValue);
else if (propertyType == ConditionParameterType.FLOAT)
comparisionResult = (conditionResult <= propertyFloatValue);
else
comparisionResult = (conditionResult <= propertyIntValue);
}
else
comparisionResult = (conditionResult <= customValue);
break;
case ComparisionOperators.LessThan:
if (useGlobal)
{
if (propertyType == ConditionParameterType.INT)
comparisionResult = (conditionResult < propertyIntValue);
else if (propertyType == ConditionParameterType.FLOAT)
comparisionResult = (conditionResult < propertyFloatValue);
else
comparisionResult = (conditionResult < propertyIntValue);
}
else
comparisionResult = (conditionResult < customValue);
break;
case ComparisionOperators.NotEqual:
if (useGlobal)
{
if (propertyType == ConditionParameterType.INT)
comparisionResult = (conditionResult != propertyIntValue);
else if (propertyType == ConditionParameterType.FLOAT)
comparisionResult = (conditionResult != propertyFloatValue);
else
comparisionResult = (conditionResult != propertyIntValue);
}
else
comparisionResult = (conditionResult != customValue);
break;
default:
comparisionResult = false;
break;
}
// Return the value
return comparisionResult;
}
/// <summary>
/// Executes a Condition
/// </summary>
/// <param name="_methodName">The name of the method</param>
/// <param name="parameters">Its parameters</param>
/// <returns></returns>
public static float ExecuteCondition(string _methodName, ConditionParameter[] parameters)
{
int result = 0;
switch (_methodName)
{
case "GetStage":
return RCKFunctions.GetStage(parameters[0].stringValue);
case "IsQuestCompleted":
return Convert.ToSingle(RCKFunctions.IsQuestCompleted(parameters[0].stringValue));
case "GetDistanceFromPC":
return RCKFunctions.AI_GetDistanceFromPC(parameters[0].stringValue);
case "GetStageCompleted":
return RCKFunctions.GetStageCompleted(parameters[0].stringValue, parameters[1].intValue);
case "GetStageFailed":
return RCKFunctions.GetStageFailed(parameters[0].stringValue, parameters[1].intValue);
case "IsAIAlive":
return RCKFunctions.IsAIAlive(parameters[0].stringValue);
case "GetPlayerEquipped":
return RCKFunctions.GetPlayerEquipped(parameters[0].stringValue);
case "IsAILoaded":
return RCKFunctions.IsAILoaded(parameters[0].stringValue);
case "GetItemCountPlayer":
return RCKFunctions.GetItemCountPlayer(parameters[0].stringValue);
default:
Debug.LogWarning("WARNING! Tried to execute a [IsCondition] Method with name " + _methodName + " but this method is not specified in ExecuteCondition(...) inside the script Condition.cs, please specify the parameters.");
break;
}
return result;
}
}
public enum ConditionParameterType
{
STRING = 0,
INT = 1,
FLOAT = 2,
BOOL = 3,
DOUBLE_VALUE = 4,
LONG_VALUE = 5,
QUATERNION_VALUE = 6,
VECTOR2_VALUE = 7,
VECTOR3_VALUE = 8,
VECTOR4_VALUE = 9,
QUEST_VALUE = 10,
QUESTSTAGE_VALUE = 11,
};
[System.Serializable]
public struct ConditionParameter
{
public ConditionParameterType conditionType;
// --- Base Parameters --- \\
public string stringValue;
public string[] stringArrayValue;
public int intValue;
public float floatValue;
public bool boolValue;
public double doubleValue;
public long longValue;
public Quaternion quaternionValue;
public Vector2 vector2Value;
public Vector3 vector3Value;
public Vector4 vector4Value;
public BehaviourTree.Data.BTVariable btVariableValue;
}
}