143 lines
6.5 KiB
C#
143 lines
6.5 KiB
C#
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// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
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using System;
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using UnityEngine;
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namespace Animancer.FSM
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{
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/// https://kybernetik.com.au/animancer/api/Animancer.FSM/StateMachine_1
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partial class StateMachine<TState>
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{
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/// <summary>A <see cref="StateMachine{TState}"/> with a <see cref="DefaultState"/>.</summary>
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/// <remarks>
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/// See <see cref="InitializeAfterDeserialize"/> if using this class in a serialized field.
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/// <para></para>
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/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/fsm/changing-states#default-states">Default States</see>
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/// </remarks>
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/// https://kybernetik.com.au/animancer/api/Animancer.FSM/WithDefault
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///
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[Serializable]
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public class WithDefault : StateMachine<TState>
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{
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/************************************************************************************************************************/
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[SerializeField]
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private TState _DefaultState;
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/// <summary>The starting state and main state to return to when nothing else is active.</summary>
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/// <remarks>
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/// If the <see cref="CurrentState"/> is <c>null</c> when setting this value, it calls
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/// <see cref="ForceSetState(TState)"/> to enter the specified state immediately.
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/// <para></para>
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/// For a character, this would typically be their <em>Idle</em> state.
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/// </remarks>
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public TState DefaultState
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{
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get => _DefaultState;
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set
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{
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_DefaultState = value;
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if (_CurrentState == null && value != null)
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ForceSetState(value);
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}
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}
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/************************************************************************************************************************/
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/// <summary>Calls <see cref="ForceSetState(TState)"/> with the <see cref="DefaultState"/>.</summary>
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/// <remarks>This delegate is cached to avoid allocating garbage when used in Animancer Events.</remarks>
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public readonly Action ForceSetDefaultState;
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/************************************************************************************************************************/
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/// <summary>Creates a new <see cref="WithDefault"/>.</summary>
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public WithDefault()
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{
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// Silly C# doesn't allow instance delegates to be assigned using field initializers.
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ForceSetDefaultState = () => ForceSetState(_DefaultState);
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}
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/************************************************************************************************************************/
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/// <summary>Creates a new <see cref="WithDefault"/> and sets the <see cref="DefaultState"/>.</summary>
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public WithDefault(TState defaultState)
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: this()
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{
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_DefaultState = defaultState;
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ForceSetState(defaultState);
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}
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/************************************************************************************************************************/
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/// <inheritdoc/>
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public override void InitializeAfterDeserialize()
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{
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if (_CurrentState != null)
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{
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using (new StateChange<TState>(this, null, _CurrentState))
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_CurrentState.OnEnterState();
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}
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else if (_DefaultState != null)
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{
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using (new StateChange<TState>(this, null, CurrentState))
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{
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_CurrentState = _DefaultState;
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_CurrentState.OnEnterState();
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}
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}
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// Don't call the base method.
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}
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/************************************************************************************************************************/
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/// <summary>Attempts to enter the <see cref="DefaultState"/> and returns true if successful.</summary>
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/// <remarks>
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/// This method returns true immediately if the specified <see cref="DefaultState"/> is already the
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/// <see cref="CurrentState"/>. To allow directly re-entering the same state, use
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/// <see cref="TryResetDefaultState"/> instead.
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/// </remarks>
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public bool TrySetDefaultState() => TrySetState(DefaultState);
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/************************************************************************************************************************/
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/// <summary>Attempts to enter the <see cref="DefaultState"/> and returns true if successful.</summary>
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/// <remarks>
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/// This method does not check if the <see cref="DefaultState"/> is already the <see cref="CurrentState"/>.
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/// To do so, use <see cref="TrySetDefaultState"/> instead.
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/// </remarks>
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public bool TryResetDefaultState() => TryResetState(DefaultState);
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/************************************************************************************************************************/
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#if UNITY_EDITOR
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/************************************************************************************************************************/
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/// <inheritdoc/>
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public override int GUILineCount => 2;
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/************************************************************************************************************************/
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/// <inheritdoc/>
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public override void DoGUI(ref Rect area)
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{
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area.height = UnityEditor.EditorGUIUtility.singleLineHeight;
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UnityEditor.EditorGUI.BeginChangeCheck();
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var state = StateMachineUtilities.DoGenericField(area, "Default State", DefaultState);
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if (UnityEditor.EditorGUI.EndChangeCheck())
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DefaultState = state;
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StateMachineUtilities.NextVerticalArea(ref area);
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base.DoGUI(ref area);
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}
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/************************************************************************************************************************/
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#endif
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/************************************************************************************************************************/
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}
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}
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}
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