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