9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
342 lines
9.8 KiB
C#
342 lines
9.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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namespace Unity.VisualScripting
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{
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[Canvas(typeof(StateGraph))]
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public sealed class StateCanvas : VisualScriptingCanvas<StateGraph>
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{
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public StateCanvas(StateGraph graph) : base(graph) { }
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#region View
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protected override bool shouldEdgePan => base.shouldEdgePan || isCreatingTransition;
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#endregion
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#region Drawing
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protected override void DrawBackground()
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{
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base.DrawBackground();
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if (isCreatingTransition)
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{
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var startRect = this.Widget(transitionSource).position;
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var end = mousePosition;
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Edge startEdge, endEdge;
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GraphGUI.GetConnectionEdge
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(
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startRect.center,
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end,
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out startEdge,
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out endEdge
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);
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var start = startRect.GetEdgeCenter(startEdge);
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GraphGUI.DrawConnectionArrow(Color.white, start, end, startEdge, endEdge);
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}
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}
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#endregion
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#region Clipboard
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public override void ShrinkCopyGroup(HashSet<IGraphElement> copyGroup)
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{
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copyGroup.RemoveWhere(element =>
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{
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if (element is IStateTransition)
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{
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var transition = (IStateTransition)element;
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if (!copyGroup.Contains(transition.source) ||
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!copyGroup.Contains(transition.destination))
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{
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return true;
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}
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}
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return false;
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});
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}
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#endregion
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#region Window
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public override void OnToolbarGUI()
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{
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if (graph.states.Any(u => u.GetException(reference) != null) || graph.transitions.Any(t => t.GetException(reference) != null))
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{
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if (GUILayout.Button("Clear Errors", LudiqStyles.toolbarButton))
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{
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foreach (var state in graph.states)
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{
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state.SetException(reference, null);
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}
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foreach (var transition in graph.transitions)
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{
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transition.SetException(reference, null);
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}
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}
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}
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EditorGUI.BeginChangeCheck();
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BoltCore.Configuration.dimInactiveNodes = GUILayout.Toggle(BoltCore.Configuration.dimInactiveNodes, "Dim", LudiqStyles.toolbarButton);
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if (EditorGUI.EndChangeCheck())
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{
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BoltCore.Configuration.Save();
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}
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base.OnToolbarGUI();
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}
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#endregion
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#region Context
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protected override void OnContext()
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{
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if (isCreatingTransition)
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{
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CancelTransition();
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}
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else
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{
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base.OnContext();
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}
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}
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protected override IEnumerable<DropdownOption> GetContextOptions()
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{
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yield return new DropdownOption((Action<Vector2>)CreateFlowState, "Create Script State");
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yield return new DropdownOption((Action<Vector2>)CreateSuperState, "Create Super State");
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yield return new DropdownOption((Action<Vector2>)CreateAnyState, "Create Any State");
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yield return new DropdownOption((Action<Vector2>)(NewSticky), "Create Sticky Note");
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foreach (var baseOption in base.GetContextOptions())
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{
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yield return baseOption;
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}
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}
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private void CreateFlowState(Vector2 position)
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{
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var flowState = FlowState.WithEnterUpdateExit();
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if (!graph.states.Any())
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{
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flowState.isStart = true;
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flowState.nest.embed.title = "Start";
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}
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AddState(flowState, position);
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}
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private void CreateSuperState(Vector2 position)
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{
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var superState = SuperState.WithStart();
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if (!graph.states.Any())
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{
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superState.isStart = true;
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superState.nest.embed.title = "Start";
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}
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AddState(superState, position);
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}
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private void CreateAnyState(Vector2 position)
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{
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AddState(new AnyState(), position);
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}
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private void NewSticky(Vector2 position)
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{
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var stickyNote = new StickyNote() { position = new Rect(position, new Vector2(100, 100)) };
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graph.elements.Add(stickyNote);
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selection.Select(stickyNote);
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GUI.changed = true;
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}
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public void AddState(IState state, Vector2 position)
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{
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UndoUtility.RecordEditedObject("Create State");
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state.position = position;
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graph.states.Add(state);
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state.position -= this.Widget(state).position.size / 2;
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state.position = state.position.PixelPerfect();
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this.Widget(state).Reposition();
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selection.Select(state);
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GUI.changed = true;
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}
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#endregion
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#region Lifecycle
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public override void Close()
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{
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base.Close();
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CancelTransition();
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}
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protected override void HandleHighPriorityInput()
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{
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if (isCreatingTransition)
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{
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if (e.IsMouseDrag(MouseButton.Left))
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{
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// Priority over lasso
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e.Use();
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}
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else if (e.IsKeyDown(KeyCode.Escape))
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{
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CancelTransition();
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e.Use();
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}
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if (e.IsMouseDown(MouseButton.Left) || e.IsMouseUp(MouseButton.Left))
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{
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CompleteTransitionToNewState();
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e.Use();
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}
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}
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base.HandleHighPriorityInput();
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}
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public void CompleteTransitionToNewState()
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{
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var startRect = this.Widget(transitionSource).position;
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var end = mousePosition;
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GraphGUI.GetConnectionEdge
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(
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startRect.center,
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end,
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out var startEdge,
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out var endEdge
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);
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var destination = FlowState.WithEnterUpdateExit();
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graph.states.Add(destination);
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Vector2 offset;
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var size = this.Widget(destination).position.size;
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switch (endEdge)
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{
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case Edge.Left:
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offset = new Vector2(0, -size.y / 2);
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break;
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case Edge.Right:
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offset = new Vector2(-size.x, -size.y / 2);
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break;
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case Edge.Top:
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offset = new Vector2(-size.x / 2, 0);
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break;
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case Edge.Bottom:
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offset = new Vector2(-size.x / 2, -size.y);
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break;
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default:
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throw new UnexpectedEnumValueException<Edge>(endEdge);
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}
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destination.position = mousePosition + offset;
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destination.position = destination.position.PixelPerfect();
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EndTransition(destination);
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}
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#endregion
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#region Drag & Drop
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public override bool AcceptsDragAndDrop()
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{
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return DragAndDropUtility.Is<ScriptGraphAsset>() || DragAndDropUtility.Is<StateGraphAsset>();
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}
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public override void PerformDragAndDrop()
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{
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if (DragAndDropUtility.Is<ScriptGraphAsset>())
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{
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var flowMacro = DragAndDropUtility.Get<ScriptGraphAsset>();
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var flowState = new FlowState(flowMacro);
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AddState(flowState, DragAndDropUtility.position);
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}
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else if (DragAndDropUtility.Is<StateGraphAsset>())
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{
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var asset = DragAndDropUtility.Get<StateGraphAsset>();
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var superState = new SuperState(asset);
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AddState(superState, DragAndDropUtility.position);
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}
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}
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public override void DrawDragAndDropPreview()
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{
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if (DragAndDropUtility.Is<ScriptGraphAsset>())
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{
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GraphGUI.DrawDragAndDropPreviewLabel(DragAndDropUtility.offsetedPosition, DragAndDropUtility.Get<ScriptGraphAsset>().name, typeof(ScriptGraphAsset).Icon());
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}
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else if (DragAndDropUtility.Is<StateGraphAsset>())
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{
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GraphGUI.DrawDragAndDropPreviewLabel(DragAndDropUtility.offsetedPosition, DragAndDropUtility.Get<StateGraphAsset>().name, typeof(StateGraphAsset).Icon());
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}
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}
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#endregion
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#region Transition Creation
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public IState transitionSource { get; set; }
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public bool isCreatingTransition => transitionSource != null;
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public void StartTransition(IState source)
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{
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transitionSource = source;
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window.Focus();
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}
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public void EndTransition(IState destination)
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{
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UndoUtility.RecordEditedObject("Create State Transition");
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var transition = FlowStateTransition.WithDefaultTrigger(transitionSource, destination);
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graph.transitions.Add(transition);
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transitionSource = null;
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this.Widget(transition).BringToFront();
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selection.Select(transition);
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GUI.changed = true;
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}
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public void CancelTransition()
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{
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transitionSource = null;
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}
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#endregion
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}
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}
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