using System.Collections.Generic; using System.Linq; using UnityEditor; using UnityEngine; using UOP1.StateMachine.ScriptableObjects; using static UnityEditor.EditorGUILayout; using Object = UnityEngine.Object; namespace UOP1.StateMachine.Editor { [CustomEditor(typeof(TransitionTableSO))] internal class TransitionTableEditor : UnityEditor.Editor { // Property with all the transitions. private SerializedProperty _transitions; // _fromStates and _transitionsByFromStates form an Object->Transitions dictionary. private List _fromStates; private List> _transitionsByFromStates; // _toggles for the opened states. Only one should be active at a time. private bool[] _toggles; // Helper class to add new transitions. private AddTransitionHelper _addTransitionHelper; // Editor to display the StateSO inspector. private UnityEditor.Editor _cachedStateEditor; private bool _displayStateEditor; private void OnEnable() { _addTransitionHelper = new AddTransitionHelper(this); Undo.undoRedoPerformed += ResetIfRequired; Reset(); } private void OnDisable() { Undo.undoRedoPerformed -= ResetIfRequired; _addTransitionHelper?.Dispose(); } /// /// Method to fully reset the editor. Used whenever adding, removing and reordering transitions. /// internal void Reset() { _transitions = serializedObject.FindProperty("_transitions"); GroupByFromState(); _toggles = new bool[_fromStates.Count]; } public override void OnInspectorGUI() { if (!_displayStateEditor) TransitionTableGUI(); else StateEditorGUI(); } private void StateEditorGUI() { Separator(); // Back button if (GUILayout.Button(EditorGUIUtility.IconContent("scrollleft"), GUILayout.Width(35), GUILayout.Height(20))) _displayStateEditor = false; Separator(); EditorGUILayout.HelpBox("Edit the Actions that a State performs per frame. The order represent the order of execution.", MessageType.Info); Separator(); // State name EditorGUILayout.LabelField(_cachedStateEditor.target.name, EditorStyles.boldLabel); Separator(); _cachedStateEditor.OnInspectorGUI(); } private void TransitionTableGUI() { Separator(); EditorGUILayout.HelpBox("Click on any State's name to see the Transitions it contains, or click the Pencil/Wrench icon to see its Actions.", MessageType.Info); Separator(); serializedObject.UpdateIfRequiredOrScript(); // For each fromState for (int i = 0; i < _fromStates.Count; i++) { EditorGUI.DrawRect(BeginVertical(ContentStyle.WithPaddingAndMargins), ContentStyle.LightGray); var transitions = _transitionsByFromStates[i]; // State Header BeginHorizontal(); { BeginVertical(); string label = transitions[0].SerializedTransition.FromState.objectReferenceValue.name; if (i == 0) label += " (Initial State)"; // State toggle _toggles[i] = BeginFoldoutHeaderGroup( foldout: _toggles[i], content: label, style: ContentStyle.StateListStyle); Separator(); EndVertical(); // State Header Buttons { bool Button(string icon) => GUILayout.Button(EditorGUIUtility.IconContent(icon), GUILayout.Width(35), GUILayout.Height(20)); // Switch to state editor if (Button("SceneViewTools")) { if (_cachedStateEditor == null) _cachedStateEditor = CreateEditor(transitions[0].SerializedTransition.FromState.objectReferenceValue, typeof(StateEditor)); else CreateCachedEditor(transitions[0].SerializedTransition.FromState.objectReferenceValue, typeof(StateEditor), ref _cachedStateEditor); _displayStateEditor = true; return; } // Move state up if (Button("scrollup")) { if (ReorderState(i, true)) return; } // Move state down if (Button("scrolldown")) { if (ReorderState(i, false)) return; } } } EndHorizontal(); // If state is open if (_toggles[i]) { DisableAllStateTogglesExcept(i); EditorGUI.BeginChangeCheck(); // Display all the transitions in the state foreach (var transition in transitions) { if (transition.Display()) return; Separator(); } if (EditorGUI.EndChangeCheck()) serializedObject.ApplyModifiedProperties(); } EndFoldoutHeaderGroup(); EndVertical(); //GUILayout.HorizontalSlider(0, 0, 0); Separator(); } var rect = BeginHorizontal(); Space(rect.width - 55); // Display add transition button _addTransitionHelper.Display(); EndHorizontal(); } /// /// Move a state up or down /// /// Index of the state in _fromStates /// Moving up(true) or down(true) /// True if changes were made and returning is required. Otherwise false. internal bool ReorderState(int index, bool up) { if ((up && index == 0) || (!up && index == _fromStates.Count - 1)) return false; // Moving a state up is easier than moving it down. So when moving a state down, we instead move the next state up. MoveStateUp(up ? index : index + 1); return true; } private void MoveStateUp(int index) { var transitions = _transitionsByFromStates[index]; int transitionIndex = transitions[0].SerializedTransition.Index; int targetIndex = _transitionsByFromStates[index - 1][0].SerializedTransition.Index; _transitions.MoveArrayElement(transitionIndex, targetIndex); serializedObject.ApplyModifiedProperties(); Reset(); } /// /// Add a new transition. If a transition with the same from and to states is found, /// the conditions in the new transition are added to it. /// /// Source Transition internal void AddTransition(SerializedTransition source) { SerializedTransition transition; if (TryGetExistingTransition(source.FromState, source.ToState, out int fromIndex, out int toIndex)) { transition = _transitionsByFromStates[fromIndex][toIndex].SerializedTransition; } else { int count = _transitions.arraySize; _transitions.InsertArrayElementAtIndex(count); transition = new SerializedTransition(_transitions.GetArrayElementAtIndex(count)); transition.ClearProperties(); transition.FromState.objectReferenceValue = source.FromState.objectReferenceValue; transition.ToState.objectReferenceValue = source.ToState.objectReferenceValue; } CopyConditions(transition.Conditions, source.Conditions); serializedObject.ApplyModifiedProperties(); Reset(); _toggles[fromIndex >= 0 ? fromIndex : _toggles.Length - 1] = true; } /// /// Move a transition up or down /// /// The transition to move /// Move up(true) or down(false) /// True if changes were made and returning is required. Otherwise false. internal bool ReorderTransition(SerializedTransition serializedTransition, bool up) { int targetIndex = -1; int fromId = serializedTransition.FromState.objectReferenceInstanceIDValue; SerializedTransition st; for (int i = 0; i < _transitions.arraySize; i++) { if (up && i >= serializedTransition.Index) break; if (!up && i <= serializedTransition.Index) continue; st = new SerializedTransition(_transitions, i); if (st.FromState.objectReferenceInstanceIDValue != fromId) continue; targetIndex = i; if (!up) break; } if (targetIndex == -1) return false; _transitions.MoveArrayElement(serializedTransition.Index, targetIndex); serializedObject.ApplyModifiedProperties(); Reset(); _toggles[ _fromStates.IndexOf( _transitions.GetArrayElementAtIndex(targetIndex) .FindPropertyRelative("FromState") .objectReferenceValue)] = true; return true; } /// /// Remove a transition by index. /// /// Index of the transition in the transition table internal void RemoveTransition(int index) { var state = _transitions.GetArrayElementAtIndex(index).FindPropertyRelative("FromState").objectReferenceValue; _transitions.DeleteArrayElementAtIndex(index); bool toggle = DoToggleAndSort(state, index); serializedObject.ApplyModifiedProperties(); Reset(); if (toggle) { int i = _fromStates.IndexOf(state); if (i >= 0) _toggles[i] = true; } } private bool DoToggleAndSort(Object state, int index) { bool ret = false; for (int i = 0; i < _transitions.arraySize; i++) { if (_transitions.GetArrayElementAtIndex(i).FindPropertyRelative("FromState").objectReferenceValue == state) { ret = true; if (i > index) { _transitions.MoveArrayElement(i, index); break; } } } return ret; } private void DisableAllStateTogglesExcept(int index) { for (int i = 0; i < _toggles.Length; i++) if (i != index) _toggles[i] = false; } private void CopyConditions(SerializedProperty copyTo, SerializedProperty copyFrom) { for (int i = 0, j = copyTo.arraySize; i < copyFrom.arraySize; i++, j++) { copyTo.InsertArrayElementAtIndex(j); var cond = copyTo.GetArrayElementAtIndex(j); var srcCond = copyFrom.GetArrayElementAtIndex(i); cond.FindPropertyRelative("ExpectedResult").enumValueIndex = srcCond.FindPropertyRelative("ExpectedResult").enumValueIndex; cond.FindPropertyRelative("Operator").enumValueIndex = srcCond.FindPropertyRelative("Operator").enumValueIndex; cond.FindPropertyRelative("Condition").objectReferenceValue = srcCond.FindPropertyRelative("Condition").objectReferenceValue; } } private bool TryGetExistingTransition(SerializedProperty from, SerializedProperty to, out int fromIndex, out int toIndex) { fromIndex = _fromStates.IndexOf(from.objectReferenceValue); if (fromIndex < 0) { toIndex = -1; return false; } toIndex = _transitionsByFromStates[fromIndex].FindIndex( transitionHelper => transitionHelper.SerializedTransition.ToState.objectReferenceValue == to.objectReferenceValue); return toIndex >= 0; } private void ResetIfRequired() { if (serializedObject.UpdateIfRequiredOrScript()) Reset(); } private void GroupByFromState() { var groupedTransitions = new Dictionary>(); int count = _transitions.arraySize; for (int i = 0; i < count; i++) { var serializedTransition = new SerializedTransition(_transitions, i); if (serializedTransition.FromState.objectReferenceValue == null) { Debug.LogError("Transition with invalid state found in table " + serializedObject.targetObject.name + ", deleting..."); _transitions.DeleteArrayElementAtIndex(i); serializedObject.ApplyModifiedProperties(); Reset(); return; } if (serializedTransition.FromState.objectReferenceValue == null) { Debug.LogError("Transition with invalid state found in table " + serializedObject.targetObject.name + ", deleting..."); _transitions.DeleteArrayElementAtIndex(i); serializedObject.ApplyModifiedProperties(); Reset(); return; } if (!groupedTransitions.TryGetValue(serializedTransition.FromState.objectReferenceValue, out var groupedProps)) { groupedProps = new List(); groupedTransitions.Add(serializedTransition.FromState.objectReferenceValue, groupedProps); } groupedProps.Add(new TransitionDisplayHelper(serializedTransition, this)); } _fromStates = groupedTransitions.Keys.Distinct().ToList(); _transitionsByFromStates = new List>(); foreach (var fromState in _fromStates) _transitionsByFromStates.Add(groupedTransitions[fromState]); } } }