Gameplay Ingredients是一组用于 Unity 游戏的运行时和编辑器工具:一组脚本的集合,可在制作游戏和原型时简化简单的任务。
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120 行
3.9 KiB

using NaughtyAttributes;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace GameplayIngredients.Logic
{
[HelpURL(Help.URL + "counters")]
[Callable("Data", "Misc/ic-counter.png")]
public class CounterLogic : LogicBase
{
public enum ValueSourceType
{
Property,
GlobalVariable,
GameSave,
}
public enum Evaluation
{
Equal,
NotEqual,
Greater,
GreaterOrEqual,
Less,
LessOrEqual
}
[NonNullCheck]
public Counter Counter;
public Evaluation evaluation = Evaluation.Equal;
public ValueSourceType ValueSource = ValueSourceType.Property;
[ShowIf("isValueProperty")]
public int Value = 1;
[ShowIf("isValueGameSave")]
public string GameSaveVariableName = "Variable";
[ShowIf("isValueGameSave")]
public GameSaveManager.Location GameSaveLocation = GameSaveManager.Location.System;
[ShowIf("isValueGlobal")]
public string GlobalVariableName = "Variable";
[ShowIf("isValueGlobal")]
public Globals.Scope GlobalScope = Globals.Scope.Global;
public Callable[] OnTestSuccess;
public Callable[] OnTestFail;
bool isValueProperty() { return ValueSource == ValueSourceType.Property; }
bool isValueGameSave() { return ValueSource == ValueSourceType.GameSave; }
bool isValueGlobal() { return ValueSource == ValueSourceType.GlobalVariable; }
public override void Execute(GameObject instigator = null)
{
int value;
switch (ValueSource)
{
default:
case ValueSourceType.Property:
value = Value;
break;
case ValueSourceType.GlobalVariable:
if (Globals.HasInt(GlobalVariableName, GlobalScope))
value = Globals.GetInt(GlobalVariableName, GlobalScope);
else
{
Debug.LogWarning($"CounterLogic ({name}) : Could not find Global integer {GlobalVariableName}({GlobalScope})");
value = 0;
}
break;
case ValueSourceType.GameSave:
var gsm = Manager.Get<GameSaveManager>();
if (gsm.HasInt(GameSaveVariableName, GameSaveLocation))
value = gsm.GetInt(GameSaveVariableName, GameSaveLocation);
else
{
Debug.LogWarning($"CounterLogic ({name}) : Could not find Game Save integer {GameSaveVariableName}({GameSaveLocation})");
value = 0;
}
break;
}
bool test = false;
switch (evaluation)
{
case Evaluation.Equal:
test = Counter.CurrentValue == value;
break;
case Evaluation.NotEqual:
test = Counter.CurrentValue != value;
break;
case Evaluation.Greater:
test = Counter.CurrentValue > value;
break;
case Evaluation.GreaterOrEqual:
test = Counter.CurrentValue >= value;
break;
case Evaluation.Less:
test = Counter.CurrentValue < value;
break;
case Evaluation.LessOrEqual:
test = Counter.CurrentValue <= value;
break;
default:
break;
}
if (test)
Callable.Call(OnTestSuccess, instigator);
else
Callable.Call(OnTestFail, instigator);
}
}
}