IndieGame/client/Assets/Plugins/Animancer/Utilities/FSM/StateBehaviour.cs

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2024-10-11 10:12:15 +08:00
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
using UnityEngine;
namespace Animancer.FSM
{
/// <summary>Base class for <see cref="MonoBehaviour"/> states to be used in a <see cref="StateMachine{TState}"/>.</summary>
/// <remarks>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/fsm/state-types">State Types</see>
/// </remarks>
/// https://kybernetik.com.au/animancer/api/Animancer.FSM/StateBehaviour
///
[HelpURL(StateExtensions.APIDocumentationURL + nameof(StateBehaviour))]
public abstract class StateBehaviour : MonoBehaviour, IState
{
/************************************************************************************************************************/
/// <summary>[<see cref="IState.CanEnterState"/>]
/// Determines whether the <see cref="StateMachine{TState}"/> can enter this state.
/// Always returns true unless overridden.
/// </summary>
public virtual bool CanEnterState => true;
/// <summary>[<see cref="IState.CanExitState"/>]
/// Determines whether the <see cref="StateMachine{TState}"/> can exit this state.
/// Always returns true unless overridden.
/// </summary>
public virtual bool CanExitState => true;
/************************************************************************************************************************/
/// <summary>[<see cref="IState.OnEnterState"/>]
/// Asserts that this component isn't already enabled, then enables it.
/// </summary>
public virtual void OnEnterState()
{
#if UNITY_ASSERTIONS
if (enabled)
Debug.LogError($"{nameof(StateBehaviour)} was already enabled before {nameof(OnEnterState)}: {this}", this);
#endif
#if UNITY_EDITOR
// Unity doesn't constantly repaint the Inspector if all the components are collapsed.
// So we can simply force it here to ensure that it shows the correct state being enabled.
else
UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
#endif
enabled = true;
}
/************************************************************************************************************************/
/// <summary>[<see cref="IState.OnExitState"/>]
/// Asserts that this component isn't already disabled, then disables it.
/// </summary>
public virtual void OnExitState()
{
if (this == null)
return;
#if UNITY_ASSERTIONS
if (!enabled)
Debug.LogError($"{nameof(StateBehaviour)} was already disabled before {nameof(OnExitState)}: {this}", this);
#endif
enabled = false;
}
/************************************************************************************************************************/
#if UNITY_EDITOR
/// <summary>[Editor-Only] States start disabled and only the current state gets enabled at runtime.</summary>
/// <remarks>Called in Edit Mode whenever this script is loaded or a value is changed in the Inspector.</remarks>
protected virtual void OnValidate()
{
if (UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
return;
enabled = false;
}
#endif
/************************************************************************************************************************/
}
}