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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<Object> _fromStates;
private List<List<TransitionDisplayHelper>> _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();
}
/// <summary>
/// Method to fully reset the editor. Used whenever adding, removing and reordering transitions.
/// </summary>
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();
}
/// <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>
/// <returns>True if changes were made and returning is required. Otherwise false.</returns>
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();
}
/// <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);
serializedObject.ApplyModifiedProperties();
Reset();
_toggles[fromIndex >= 0 ? fromIndex : _toggles.Length - 1] = true;
}
/// <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>
/// <returns>True if changes were made and returning is required. Otherwise false.</returns>
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;
}
/// <summary>
/// Remove a transition by index.
/// </summary>
/// <param name="index">Index of the transition in the transition table</param>
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<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 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<TransitionDisplayHelper>();
groupedTransitions.Add(serializedTransition.FromState.objectReferenceValue, groupedProps);
}
groupedProps.Add(new TransitionDisplayHelper(serializedTransition, this));
}
_fromStates = groupedTransitions.Keys.Distinct().ToList();
_transitionsByFromStates = new List<List<TransitionDisplayHelper>>();
foreach (var fromState in _fromStates)
_transitionsByFromStates.Add(groupedTransitions[fromState]);
}
}
}