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using UOP1.StateMachine.ScriptableObjects;
namespace UOP1.StateMachine
{
/// <summary>
/// Class that represents a conditional statement.
/// </summary>
public abstract class Condition : IStateComponent
{
private bool _isCached = false;
private bool _cachedStatement = default;
internal StateConditionSO _originSO;
/// <summary>
/// Use this property to access shared data from the <see cref="StateConditionSO"/> that corresponds to this <see cref="Condition"/>
/// </summary>
protected StateConditionSO OriginSO => _originSO;
/// <summary>
/// Specify the statement to evaluate.
/// </summary>
/// <returns></returns>
protected abstract bool Statement();
/// <summary>
/// Wrap the <see cref="Statement"/> so it can be cached.
/// </summary>
internal bool GetStatement()
{
if (!_isCached)
{
_isCached = true;
_cachedStatement = Statement();
}
return _cachedStatement;
}
internal void ClearStatementCache()
{
_isCached = false;
}
/// <summary>
/// Awake is called when creating a new instance. Use this method to cache the components needed for the condition.
/// </summary>
/// <param name="stateMachine">The <see cref="StateMachine"/> this instance belongs to.</param>
public virtual void Awake(StateMachine stateMachine) { }
public virtual void OnStateEnter() { }
public virtual void OnStateExit() { }
}
/// <summary>
/// Struct containing a Condition and its expected result.
/// </summary>
public readonly struct StateCondition
{
internal readonly StateMachine _stateMachine;
internal readonly Condition _condition;
internal readonly bool _expectedResult;
public StateCondition(StateMachine stateMachine, Condition condition, bool expectedResult)
{
_stateMachine = stateMachine;
_condition = condition;
_expectedResult = expectedResult;
}
public bool IsMet()
{
bool statement = _condition.GetStatement();
bool isMet = statement == _expectedResult;
#if UNITY_EDITOR
_stateMachine._debugger.TransitionConditionResult(_condition._originSO.name, statement, isMet);
#endif
return isMet;
}
}
}