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95 行
2.9 KiB

using NaughtyAttributes;
using System.Linq;
using System.Collections.Generic;
using UnityEngine;
namespace GameplayIngredients.StateMachines
{
public class StateMachine : MonoBehaviour
{
[StateMachineState]
public string DefaultState;
[ReorderableList, NonNullCheck]
public State[] States = new State[0];
public State CurrentState { get { return m_CurrentState; } }
State m_CurrentState;
[Button("Create New State")]
private void AddNewState()
{
var newState = new GameObject($"State {States.Length}");
var state = newState.AddComponent<State>();
newState.transform.parent = transform;
newState.transform.localPosition = Vector3.zero;
newState.transform.localRotation = Quaternion.identity;
newState.transform.localScale = Vector3.one;
States = States.Concat(new State[] { state }).ToArray();
if (m_CurrentState == null)
m_CurrentState = state;
}
[Button("Reset State Objects")]
private void UpdateFromState()
{
foreach(var state in States)
{
state.gameObject.SetActive(state == States.FirstOrDefault(o => o.StateName == DefaultState));
}
}
void Start()
{
foreach (var state in States)
{
if(state.gameObject.activeSelf)
state.gameObject.SetActive(false);
}
SetState(DefaultState);
}
public void SetState(string stateName)
{
State newState = States.FirstOrDefault(o => o.StateName == stateName);
if(newState != null)
{
if (m_CurrentState != null)
{
// Call Exit Actions
Callable.Call(m_CurrentState.OnStateExit, gameObject);
// Then finally disable old state
m_CurrentState.gameObject.SetActive(false);
}
// Switch Active new state
newState.gameObject.SetActive(true);
// Then Set new current state
m_CurrentState = newState;
// Finally, call State enter
Callable.Call(m_CurrentState.OnStateEnter, gameObject);
}
else
Debug.LogWarning(string.Format("{0} : Trying to set unknown state {1}", gameObject.name, stateName), gameObject);
}
void Update()
{
if (GameplayIngredientsSettings.currentSettings.allowUpdateCalls
&& m_CurrentState != null
&& m_CurrentState.OnStateUpdate != null
&& m_CurrentState.OnStateUpdate.Length > 0)
{
Callable.Call(m_CurrentState.OnStateUpdate, this.gameObject);
}
}
}
}