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!
236 lines
6.3 KiB
C#
236 lines
6.3 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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public abstract class State : GraphElement<StateGraph>, IState
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{
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public class Data : IGraphElementData
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{
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public bool isActive;
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public bool hasEntered;
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}
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public class DebugData : IStateDebugData
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{
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public int lastEnterFrame { get; set; }
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public float lastExitTime { get; set; }
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public Exception runtimeException { get; set; }
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}
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public IGraphElementData CreateData()
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{
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return new Data();
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}
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public IGraphElementDebugData CreateDebugData()
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{
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return new DebugData();
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}
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[Serialize]
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public bool isStart { get; set; }
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[DoNotSerialize]
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public virtual bool canBeSource => true;
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[DoNotSerialize]
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public virtual bool canBeDestination => true;
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public override void BeforeRemove()
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{
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base.BeforeRemove();
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Disconnect();
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}
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public override void Instantiate(GraphReference instance)
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{
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base.Instantiate(instance);
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var data = instance.GetElementData<Data>(this);
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if (this is IGraphEventListener listener && data.isActive)
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{
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listener.StartListening(instance);
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}
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else if (isStart && !data.hasEntered && graph.IsListening(instance))
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{
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using (var flow = Flow.New(instance))
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{
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OnEnter(flow, StateEnterReason.Start);
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}
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}
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}
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public override void Uninstantiate(GraphReference instance)
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{
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if (this is IGraphEventListener listener)
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{
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listener.StopListening(instance);
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}
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base.Uninstantiate(instance);
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}
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#region Poutine
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protected void CopyFrom(State source)
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{
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base.CopyFrom(source);
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isStart = source.isStart;
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width = source.width;
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}
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#endregion
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#region Transitions
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public IEnumerable<IStateTransition> outgoingTransitions => graph?.transitions.WithSource(this) ?? Enumerable.Empty<IStateTransition>();
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public IEnumerable<IStateTransition> incomingTransitions => graph?.transitions.WithDestination(this) ?? Enumerable.Empty<IStateTransition>();
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protected List<IStateTransition> outgoingTransitionsNoAlloc => graph?.transitions.WithSourceNoAlloc(this) ?? Empty<IStateTransition>.list;
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public IEnumerable<IStateTransition> transitions => LinqUtility.Concat<IStateTransition>(outgoingTransitions, incomingTransitions);
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public void Disconnect()
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{
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foreach (var transition in transitions.ToArray())
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{
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graph.transitions.Remove(transition);
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}
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}
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#endregion
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#region Lifecycle
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public virtual void OnEnter(Flow flow, StateEnterReason reason)
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{
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var data = flow.stack.GetElementData<Data>(this);
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if (data.isActive) // Prevent re-entry from Any State
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{
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return;
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}
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data.isActive = true;
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data.hasEntered = true;
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foreach (var transition in outgoingTransitionsNoAlloc)
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{
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// Start listening for the transition's events
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// before entering the state in case OnEnterState
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// actually instantly triggers a transition via event
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// http://support.ludiq.io/topics/261-event-timing-issue/
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(transition as IGraphEventListener)?.StartListening(flow.stack);
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}
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if (flow.enableDebug)
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{
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var editorData = flow.stack.GetElementDebugData<DebugData>(this);
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editorData.lastEnterFrame = EditorTimeBinding.frame;
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}
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OnEnterImplementation(flow);
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foreach (var transition in outgoingTransitionsNoAlloc)
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{
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try
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{
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transition.OnEnter(flow);
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}
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catch (Exception ex)
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{
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transition.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 virtual void OnExit(Flow flow, StateExitReason reason)
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{
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var data = flow.stack.GetElementData<Data>(this);
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if (!data.isActive)
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{
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return;
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}
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OnExitImplementation(flow);
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data.isActive = false;
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if (flow.enableDebug)
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{
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var editorData = flow.stack.GetElementDebugData<DebugData>(this);
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editorData.lastExitTime = EditorTimeBinding.time;
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}
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foreach (var transition in outgoingTransitionsNoAlloc)
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{
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try
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{
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transition.OnExit(flow);
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}
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catch (Exception ex)
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{
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transition.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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protected virtual void OnEnterImplementation(Flow flow) { }
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protected virtual void UpdateImplementation(Flow flow) { }
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protected virtual void FixedUpdateImplementation(Flow flow) { }
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protected virtual void LateUpdateImplementation(Flow flow) { }
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protected virtual void OnExitImplementation(Flow flow) { }
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public virtual void OnBranchTo(Flow flow, IState destination) { }
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#endregion
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#region Widget
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public const float DefaultWidth = 170;
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[Serialize]
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public Vector2 position { get; set; }
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[Serialize]
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public float width { get; set; } = DefaultWidth;
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#endregion
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#region Analytics
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public override AnalyticsIdentifier GetAnalyticsIdentifier()
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{
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var aid = new AnalyticsIdentifier
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{
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Identifier = GetType().FullName,
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Namespace = GetType().Namespace,
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};
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aid.Hashcode = aid.Identifier.GetHashCode();
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return aid;
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}
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#endregion
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}
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}
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