这是第一个 Unity 开放项目的repo,是 Unity 和社区合作创建的一个小型开源游戏演示,第一款游戏是一款名为 Chop Chop 的动作冒险游戏。
您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 

392 行
12 KiB

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 a State->Transitions dictionary.
private List<Object> _fromStates;
private List<List<TransitionDisplayHelper>> _transitionsByFromStates;
// Index of the state currently toggled on, -1 if none is.
internal int _toggledIndex = -1;
// 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 += Reset;
Reset();
}
private void OnDisable()
{
Undo.undoRedoPerformed -= Reset;
_addTransitionHelper?.Dispose();
}
/// <summary>
/// Method to fully reset the editor. Used whenever adding, removing and reordering transitions.
/// </summary>
internal void Reset()
{
serializedObject.Update();
var toggledState = _toggledIndex > -1 ? _fromStates[_toggledIndex] : null;
_transitions = serializedObject.FindProperty("_transitions");
GroupByFromState();
_toggledIndex = toggledState ? _fromStates.IndexOf(toggledState) : -1;
}
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))
|| _cachedStateEditor.serializedObject == null)
{
_displayStateEditor = false;
return;
}
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();
// For each fromState
for (int i = 0; i < _fromStates.Count; i++)
{
var stateRect = BeginVertical(ContentStyle.WithPaddingAndMargins);
EditorGUI.DrawRect(stateRect, ContentStyle.LightGray);
var transitions = _transitionsByFromStates[i];
// State Header
var headerRect = BeginHorizontal();
{
BeginVertical();
string label = transitions[0].SerializedTransition.FromState.objectReferenceValue.name;
if (i == 0)
label += " (Initial State)";
headerRect.height = EditorGUIUtility.singleLineHeight;
GUILayoutUtility.GetRect(headerRect.width, headerRect.height);
headerRect.x += 5;
// Toggle
{
var toggleRect = headerRect;
toggleRect.width -= 140;
_toggledIndex =
EditorGUI.BeginFoldoutHeaderGroup(toggleRect, _toggledIndex == i, label, ContentStyle.StateListStyle) ?
i : _toggledIndex == i ? -1 : _toggledIndex;
}
Separator();
EndVertical();
// State Header Buttons
{
bool Button(Rect position, string icon) => GUI.Button(position, EditorGUIUtility.IconContent(icon));
var buttonRect = new Rect(x: headerRect.width - 25, y: headerRect.y, width: 35, height: 20);
// Move state down
if (i < _fromStates.Count - 1)
{
if (Button(buttonRect, "scrolldown"))
{
ReorderState(i, false);
EarlyOut();
return;
}
buttonRect.x -= 40;
}
// Move state up
if (i > 0)
{
if (Button(buttonRect, "scrollup"))
{
ReorderState(i, true);
EarlyOut();
return;
}
buttonRect.x -= 40;
}
// Switch to state editor
if (Button(buttonRect, "SceneViewTools"))
{
DisplayStateEditor(transitions[0].SerializedTransition.FromState.objectReferenceValue);
EarlyOut();
return;
}
void EarlyOut()
{
EndHorizontal();
EndFoldoutHeaderGroup();
EndVertical();
EndHorizontal();
}
}
}
EndHorizontal();
if (_toggledIndex == i)
{
EditorGUI.BeginChangeCheck();
stateRect.y += EditorGUIUtility.singleLineHeight * 2;
foreach (var transition in transitions) // Display all the transitions in the state
{
if (transition.Display(ref stateRect)) // Return if there were changes
{
EditorGUI.EndChangeCheck();
EndFoldoutHeaderGroup();
EndVertical();
EndHorizontal();
return;
}
Separator();
}
if (EditorGUI.EndChangeCheck())
serializedObject.ApplyModifiedProperties();
}
EndFoldoutHeaderGroup();
EndVertical();
Separator();
}
var rect = BeginHorizontal();
Space(rect.width - 55);
// Display add transition button
_addTransitionHelper.Display(rect);
EndHorizontal();
}
internal void DisplayStateEditor(Object state)
{
if (_cachedStateEditor == null)
_cachedStateEditor = CreateEditor(state, typeof(StateEditor));
else
CreateCachedEditor(state, typeof(StateEditor), ref _cachedStateEditor);
_displayStateEditor = true;
}
/// <summary>
/// Move a state up or down
/// </summary>
/// <param name="index">Index of the state in _fromStates</param>
/// <param name="up">Moving up(true) or down(true)</param>
internal void ReorderState(int index, bool up)
{
var toggledState = _toggledIndex > -1 ? _fromStates[_toggledIndex] : null;
if (!up)
index++;
var transitions = _transitionsByFromStates[index];
int transitionIndex = transitions[0].SerializedTransition.Index;
int targetIndex = _transitionsByFromStates[index - 1][0].SerializedTransition.Index;
_transitions.MoveArrayElement(transitionIndex, targetIndex);
ApplyModifications($"Moved {_fromStates[index].name} State {(up ? "up" : "down")}");
if (toggledState)
_toggledIndex = _fromStates.IndexOf(toggledState);
}
/// <summary>
/// Add a new transition. If a transition with the same from and to states is found,
/// the conditions in the new transition are added to it.
/// </summary>
/// <param name="source">Source Transition</param>
internal void AddTransition(SerializedTransition source)
{
SerializedTransition transition;
if (TryGetExistingTransition(source.FromState, source.ToState, out int fromIndex, out int toIndex))
{
transition = _transitionsByFromStates[fromIndex][toIndex].SerializedTransition;
}
else
{
int count = _transitions.arraySize;
_transitions.InsertArrayElementAtIndex(count);
transition = new SerializedTransition(_transitions.GetArrayElementAtIndex(count));
transition.ClearProperties();
transition.FromState.objectReferenceValue = source.FromState.objectReferenceValue;
transition.ToState.objectReferenceValue = source.ToState.objectReferenceValue;
}
CopyConditions(transition.Conditions, source.Conditions);
ApplyModifications($"Added transition from {transition.FromState} to {transition.ToState}");
_toggledIndex = fromIndex >= 0 ? fromIndex : _fromStates.Count - 1;
}
/// <summary>
/// Move a transition up or down
/// </summary>
/// <param name="serializedTransition">The transition to move</param>
/// <param name="up">Move up(true) or down(false)</param>
internal void ReorderTransition(SerializedTransition serializedTransition, bool up)
{
int stateIndex = _fromStates.IndexOf(serializedTransition.FromState.objectReferenceValue);
var stateTransitions = _transitionsByFromStates[stateIndex];
int index = stateTransitions.FindIndex(t => t.SerializedTransition.Index == serializedTransition.Index);
(int currentIndex, int targetIndex) = up ?
(serializedTransition.Index, stateTransitions[index - 1].SerializedTransition.Index) :
(stateTransitions[index + 1].SerializedTransition.Index, serializedTransition.Index);
_transitions.MoveArrayElement(currentIndex, targetIndex);
ApplyModifications($"Moved transition to {serializedTransition.ToState.objectReferenceValue.name} {(up ? "up" : "down")}");
_toggledIndex = stateIndex;
}
/// <summary>
/// Remove a transition.
/// </summary>
/// <param name="serializedTransition">Transition to delete.</param>
internal void RemoveTransition(SerializedTransition serializedTransition)
{
int stateIndex = _fromStates.IndexOf(serializedTransition.FromState.objectReferenceValue);
var stateTransitions = _transitionsByFromStates[stateIndex];
int count = stateTransitions.Count;
int index = stateTransitions.FindIndex(t => t.SerializedTransition.Index == serializedTransition.Index);
int deleteIndex = serializedTransition.Index;
string fromStateName = serializedTransition.FromState.objectReferenceValue.name;
if (index == 0 && count > 1)
_transitions.MoveArrayElement(stateTransitions[1].SerializedTransition.Index, deleteIndex++);
_transitions.DeleteArrayElementAtIndex(deleteIndex);
ApplyModifications($"Deleted transition from {fromStateName} " +
"to {serializedTransition.ToState.objectReferenceValue.name}");
if (count > 1)
_toggledIndex = stateIndex;
}
internal List<SerializedTransition> GetStateTransitions(Object state)
{
return _transitionsByFromStates[_fromStates.IndexOf(state)].Select(t => t.SerializedTransition).ToList();
}
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);
toIndex = -1;
if (fromIndex < 0)
return false;
toIndex = _transitionsByFromStates[fromIndex].FindIndex(
transitionHelper => transitionHelper.SerializedTransition.ToState.objectReferenceValue == to.objectReferenceValue);
return toIndex >= 0;
}
private void GroupByFromState()
{
var groupedTransitions = new Dictionary<Object, List<TransitionDisplayHelper>>();
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 \"From State\" found in table " + serializedObject.targetObject.name + ", deleting...");
_transitions.DeleteArrayElementAtIndex(i);
ApplyModifications("Invalid transition deleted");
return;
}
if (serializedTransition.ToState.objectReferenceValue == null)
{
Debug.LogError("Transition with invalid \"Target State\" found in table " + serializedObject.targetObject.name + ", deleting...");
_transitions.DeleteArrayElementAtIndex(i);
ApplyModifications("Invalid transition deleted");
return;
}
if (!groupedTransitions.TryGetValue(serializedTransition.FromState.objectReferenceValue, out var groupedProps))
{
groupedProps = new List<TransitionDisplayHelper>();
groupedTransitions.Add(serializedTransition.FromState.objectReferenceValue, groupedProps);
}
groupedProps.Add(new TransitionDisplayHelper(serializedTransition, this));
}
_fromStates = groupedTransitions.Keys.ToList();
_transitionsByFromStates = new List<List<TransitionDisplayHelper>>();
foreach (var fromState in _fromStates)
_transitionsByFromStates.Add(groupedTransitions[fromState]);
}
private void ApplyModifications(string msg)
{
Undo.RecordObject(serializedObject.targetObject, msg);
serializedObject.ApplyModifiedProperties();
Reset();
}
}
}