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