Singularity/Library/PackageCache/com.unity.visualscripting@1.../Runtime/VisualScripting.Flow/Framework/Events/EventUnit.cs

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2024-05-06 14:45:45 -04:00
using System;
using System.Collections.Generic;
using UnityEngine;
namespace Unity.VisualScripting
{
[SerializationVersion("A")]
[SpecialUnit]
public abstract class EventUnit<TArgs> : Unit, IEventUnit, IGraphElementWithData, IGraphEventHandler<TArgs>
{
public class Data : IGraphElementData
{
public EventHook hook;
public Delegate handler;
public bool isListening;
public HashSet<Flow> activeCoroutines = new HashSet<Flow>();
}
public virtual IGraphElementData CreateData()
{
return new Data();
}
/// <summary>
/// Run this event in a coroutine, enabling asynchronous flow like wait nodes.
/// </summary>
[Serialize]
[Inspectable]
[InspectorExpandTooltip]
public bool coroutine { get; set; } = false;
[DoNotSerialize]
[PortLabelHidden]
public ControlOutput trigger { get; private set; }
[DoNotSerialize]
protected abstract bool register { get; }
protected override void Definition()
{
isControlRoot = true;
trigger = ControlOutput(nameof(trigger));
}
public virtual EventHook GetHook(GraphReference reference)
{
throw new InvalidImplementationException($"Missing event hook for '{this}'.");
}
public virtual void StartListening(GraphStack stack)
{
var data = stack.GetElementData<Data>(this);
if (data.isListening)
{
return;
}
if (register)
{
var reference = stack.ToReference();
var hook = GetHook(reference);
Action<TArgs> handler = args => Trigger(reference, args);
EventBus.Register(hook, handler);
data.hook = hook;
data.handler = handler;
}
data.isListening = true;
}
public virtual void StopListening(GraphStack stack)
{
var data = stack.GetElementData<Data>(this);
if (!data.isListening)
{
return;
}
// The coroutine's flow will dispose at the next frame, letting us
// keep the current flow for clean up operations if needed
foreach (var activeCoroutine in data.activeCoroutines)
{
activeCoroutine.StopCoroutine(false);
}
if (register)
{
EventBus.Unregister(data.hook, data.handler);
data.handler = null;
}
data.isListening = false;
}
public override void Uninstantiate(GraphReference instance)
{
// Here, we're relying on the fact that OnDestroy calls Uninstantiate.
// We need to force-dispose any remaining coroutine to avoid
// memory leaks, because OnDestroy on the runner will not keep
// executing MoveNext() until our soft-destroy call at the end of Flow.Coroutine
// or even dispose the coroutine's enumerator (!).
var data = instance.GetElementData<Data>(this);
var coroutines = data.activeCoroutines.ToHashSetPooled();
#if UNITY_EDITOR
new FrameDelayedCallback(() => StopAllCoroutines(coroutines), 1);
#else
StopAllCoroutines(coroutines);
#endif
base.Uninstantiate(instance);
}
static void StopAllCoroutines(HashSet<Flow> activeCoroutines)
{
// The coroutine's flow will dispose instantly, thus modifying
// the activeCoroutines registry while we enumerate over it
foreach (var activeCoroutine in activeCoroutines)
{
activeCoroutine.StopCoroutineImmediate();
}
activeCoroutines.Free();
}
public bool IsListening(GraphPointer pointer)
{
if (!pointer.hasData)
{
return false;
}
return pointer.GetElementData<Data>(this).isListening;
}
public void Trigger(GraphReference reference, TArgs args)
{
var flow = Flow.New(reference);
if (!ShouldTrigger(flow, args))
{
flow.Dispose();
return;
}
AssignArguments(flow, args);
Run(flow);
}
protected virtual bool ShouldTrigger(Flow flow, TArgs args)
{
return true;
}
protected virtual void AssignArguments(Flow flow, TArgs args)
{
}
private void Run(Flow flow)
{
if (flow.enableDebug)
{
var editorData = flow.stack.GetElementDebugData<IUnitDebugData>(this);
editorData.lastInvokeFrame = EditorTimeBinding.frame;
editorData.lastInvokeTime = EditorTimeBinding.time;
}
if (coroutine)
{
flow.StartCoroutine(trigger, flow.stack.GetElementData<Data>(this).activeCoroutines);
}
else
{
flow.Run(trigger);
}
}
protected static bool CompareNames(Flow flow, ValueInput namePort, string calledName)
{
Ensure.That(nameof(calledName)).IsNotNull(calledName);
return calledName.Trim().Equals(flow.GetValue<string>(namePort)?.Trim(), StringComparison.OrdinalIgnoreCase);
}
}
}