SW-Wiktor-Bombola/proj1/p1/Library/PackageCache/com.unity.visualscripting@1.6.1/Runtime/VisualScripting.State/State.cs

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C#
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2021-10-24 22:26:58 +02:00
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace Unity.VisualScripting
{
public abstract class State : GraphElement<StateGraph>, IState
{
public class Data : IGraphElementData
{
public bool isActive;
public bool hasEntered;
}
public class DebugData : IStateDebugData
{
public int lastEnterFrame { get; set; }
public float lastExitTime { get; set; }
public Exception runtimeException { get; set; }
}
public IGraphElementData CreateData()
{
return new Data();
}
public IGraphElementDebugData CreateDebugData()
{
return new DebugData();
}
[Serialize]
public bool isStart { get; set; }
[DoNotSerialize]
public virtual bool canBeSource => true;
[DoNotSerialize]
public virtual bool canBeDestination => true;
public override void BeforeRemove()
{
base.BeforeRemove();
Disconnect();
}
public override void Instantiate(GraphReference instance)
{
base.Instantiate(instance);
var data = instance.GetElementData<Data>(this);
if (this is IGraphEventListener listener && data.isActive)
{
listener.StartListening(instance);
}
else if (isStart && !data.hasEntered && graph.IsListening(instance))
{
using (var flow = Flow.New(instance))
{
OnEnter(flow, StateEnterReason.Start);
}
}
}
public override void Uninstantiate(GraphReference instance)
{
if (this is IGraphEventListener listener)
{
listener.StopListening(instance);
}
base.Uninstantiate(instance);
}
#region Poutine
protected void CopyFrom(State source)
{
base.CopyFrom(source);
isStart = source.isStart;
width = source.width;
}
#endregion
#region Transitions
public IEnumerable<IStateTransition> outgoingTransitions => graph?.transitions.WithSource(this) ?? Enumerable.Empty<IStateTransition>();
public IEnumerable<IStateTransition> incomingTransitions => graph?.transitions.WithDestination(this) ?? Enumerable.Empty<IStateTransition>();
protected List<IStateTransition> outgoingTransitionsNoAlloc => graph?.transitions.WithSourceNoAlloc(this) ?? Empty<IStateTransition>.list;
public IEnumerable<IStateTransition> transitions => LinqUtility.Concat<IStateTransition>(outgoingTransitions, incomingTransitions);
public void Disconnect()
{
foreach (var transition in transitions.ToArray())
{
graph.transitions.Remove(transition);
}
}
#endregion
#region Lifecycle
public virtual void OnEnter(Flow flow, StateEnterReason reason)
{
var data = flow.stack.GetElementData<Data>(this);
if (data.isActive) // Prevent re-entry from Any State
{
return;
}
data.isActive = true;
data.hasEntered = true;
foreach (var transition in outgoingTransitionsNoAlloc)
{
// Start listening for the transition's events
// before entering the state in case OnEnterState
// actually instantly triggers a transition via event
// http://support.ludiq.io/topics/261-event-timing-issue/
(transition as IGraphEventListener)?.StartListening(flow.stack);
}
if (flow.enableDebug)
{
var editorData = flow.stack.GetElementDebugData<DebugData>(this);
editorData.lastEnterFrame = EditorTimeBinding.frame;
}
OnEnterImplementation(flow);
foreach (var transition in outgoingTransitionsNoAlloc)
{
try
{
transition.OnEnter(flow);
}
catch (Exception ex)
{
transition.HandleException(flow.stack, ex);
throw;
}
}
}
public virtual void OnExit(Flow flow, StateExitReason reason)
{
var data = flow.stack.GetElementData<Data>(this);
if (!data.isActive)
{
return;
}
OnExitImplementation(flow);
data.isActive = false;
if (flow.enableDebug)
{
var editorData = flow.stack.GetElementDebugData<DebugData>(this);
editorData.lastExitTime = EditorTimeBinding.time;
}
foreach (var transition in outgoingTransitionsNoAlloc)
{
try
{
transition.OnExit(flow);
}
catch (Exception ex)
{
transition.HandleException(flow.stack, ex);
throw;
}
}
}
protected virtual void OnEnterImplementation(Flow flow) { }
protected virtual void UpdateImplementation(Flow flow) { }
protected virtual void FixedUpdateImplementation(Flow flow) { }
protected virtual void LateUpdateImplementation(Flow flow) { }
protected virtual void OnExitImplementation(Flow flow) { }
public virtual void OnBranchTo(Flow flow, IState destination) { }
#endregion
#region Widget
public const float DefaultWidth = 170;
[Serialize]
public Vector2 position { get; set; }
[Serialize]
public float width { get; set; } = DefaultWidth;
#endregion
}
}