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33 行
1.3 KiB
33 行
1.3 KiB
using System.Collections.Generic;
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using UnityEngine;
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namespace UOP1.StateMachine.ScriptableObjects
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{
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public abstract class StateConditionSO : ScriptableObject
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{
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[SerializeField]
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[Tooltip("The condition will only be evaluated once each frame and cached for subsequent uses.\r\n\r\nThe caching is based on each instance of the State Machine and of this Scriptable Object.")]
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internal bool cacheResult = true;
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/// <summary>
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/// Will create a new custom <see cref="Condition"/> or use an existing one inside <paramref name="createdInstances"/>.
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/// </summary>
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internal StateCondition GetCondition(StateMachine stateMachine, bool expectedResult, Dictionary<ScriptableObject, object> createdInstances)
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{
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if (createdInstances.TryGetValue(this, out var cond))
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return new StateCondition(this, stateMachine, (Condition)cond, expectedResult);
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var condition = new StateCondition(this, stateMachine, CreateCondition(), expectedResult);
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createdInstances.Add(this, condition._condition);
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condition._condition.Awake(stateMachine);
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return condition;
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}
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protected abstract Condition CreateCondition();
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}
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public abstract class StateConditionSO<T> : StateConditionSO where T : Condition, new()
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{
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protected override Condition CreateCondition() => new T();
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}
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}
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