b486678290
Library -Artifacts
161 lines
4.3 KiB
C#
161 lines
4.3 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace Unity.VisualScripting
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{
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[SerializationVersion("A")]
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public sealed class StateGraph : Graph, IGraphEventListener
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{
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public StateGraph()
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{
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states = new GraphElementCollection<IState>(this);
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transitions = new GraphConnectionCollection<IStateTransition, IState, IState>(this);
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groups = new GraphElementCollection<GraphGroup>(this);
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elements.Include(states);
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elements.Include(transitions);
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elements.Include(groups);
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}
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public override IGraphData CreateData()
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{
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return new StateGraphData(this);
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}
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public void StartListening(GraphStack stack)
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{
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stack.GetGraphData<StateGraphData>().isListening = true;
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var activeStates = GetActiveStatesNoAlloc(stack);
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foreach (var state in activeStates)
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{
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(state as IGraphEventListener)?.StartListening(stack);
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}
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activeStates.Free();
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}
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public void StopListening(GraphStack stack)
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{
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var activeStates = GetActiveStatesNoAlloc(stack);
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foreach (var state in activeStates)
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{
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(state as IGraphEventListener)?.StopListening(stack);
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}
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activeStates.Free();
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stack.GetGraphData<StateGraphData>().isListening = false;
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}
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public bool IsListening(GraphPointer pointer)
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{
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return pointer.GetGraphData<StateGraphData>().isListening;
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}
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#region Elements
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[DoNotSerialize]
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public GraphElementCollection<IState> states { get; internal set; }
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[DoNotSerialize]
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public GraphConnectionCollection<IStateTransition, IState, IState> transitions { get; internal set; }
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[DoNotSerialize]
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public GraphElementCollection<GraphGroup> groups { get; internal set; }
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#endregion
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#region Lifecycle
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// Active state detection happens twice:
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//
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// 1. Before the enumeration, because any state
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// that becomes active during an update shouldn't
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// be updated until the next update
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//
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// 2. Inside the update method, because a state
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// that was active during enumeration and no longer
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// is shouldn't be updated.
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private HashSet<IState> GetActiveStatesNoAlloc(GraphPointer pointer)
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{
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var activeStates = HashSetPool<IState>.New();
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foreach (var state in states)
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{
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var stateData = pointer.GetElementData<State.Data>(state);
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if (stateData.isActive)
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{
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activeStates.Add(state);
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}
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}
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return activeStates;
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}
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public void Start(Flow flow)
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{
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flow.stack.GetGraphData<StateGraphData>().isListening = true;
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foreach (var state in states.Where(s => s.isStart))
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{
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try
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{
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state.OnEnter(flow, StateEnterReason.Start);
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}
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catch (Exception ex)
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{
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state.HandleException(flow.stack, ex);
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throw;
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}
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}
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}
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public void Stop(Flow flow)
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{
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var activeStates = GetActiveStatesNoAlloc(flow.stack);
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foreach (var state in activeStates)
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{
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try
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{
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state.OnExit(flow, StateExitReason.Stop);
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}
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catch (Exception ex)
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{
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state.HandleException(flow.stack, ex);
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throw;
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}
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}
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activeStates.Free();
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flow.stack.GetGraphData<StateGraphData>().isListening = false;
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}
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#endregion
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public static StateGraph WithStart()
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{
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var stateGraph = new StateGraph();
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var startState = FlowState.WithEnterUpdateExit();
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startState.isStart = true;
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startState.nest.embed.title = "Start";
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startState.position = new Vector2(-86, -15);
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stateGraph.states.Add(startState);
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return stateGraph;
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}
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}
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}
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