IndieGame/client/Assets/Plugins/Animancer/Utilities/FSM/StateMachine2.WithDefault.cs

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2024-10-11 10:12:15 +08:00
// Animancer // https://kybernetik.com.au/animancer // Copyright 2018-2023 Kybernetik //
using System;
using UnityEngine;
namespace Animancer.FSM
{
/// https://kybernetik.com.au/animancer/api/Animancer.FSM/StateMachine_2
partial class StateMachine<TKey, TState>
{
/// <summary>A <see cref="StateMachine{TKey, TState}"/> with a <see cref="DefaultKey"/>.</summary>
/// <remarks>
/// See <see cref="InitializeAfterDeserialize"/> if using this class in a serialized field.
/// <para></para>
/// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/fsm/changing-states#default-states">Default States</see>
/// </remarks>
/// https://kybernetik.com.au/animancer/api/Animancer.FSM/WithDefault
///
[Serializable]
public new class WithDefault : StateMachine<TKey, TState>
{
/************************************************************************************************************************/
[SerializeField]
private TKey _DefaultKey;
/// <summary>The starting state and main state to return to when nothing else is active.</summary>
/// <remarks>
/// If the <see cref="CurrentState"/> is <c>null</c> when setting this value, it calls
/// <see cref="ForceSetState(TKey)"/> to enter the specified state immediately.
/// <para></para>
/// For a character, this would typically be their <em>Idle</em> state.
/// </remarks>
public TKey DefaultKey
{
get => _DefaultKey;
set
{
_DefaultKey = value;
if (CurrentState == null && value != null)
ForceSetState(value);
}
}
/************************************************************************************************************************/
/// <summary>Calls <see cref="ForceSetState(TKey)"/> with the <see cref="DefaultKey"/>.</summary>
/// <remarks>This delegate is cached to avoid allocating garbage when used in Animancer Events.</remarks>
public readonly Action ForceSetDefaultState;
/************************************************************************************************************************/
/// <summary>Creates a new <see cref="WithDefault"/>.</summary>
public WithDefault()
{
// Silly C# doesn't allow instance delegates to be assigned using field initializers.
ForceSetDefaultState = () => ForceSetState(_DefaultKey);
}
/************************************************************************************************************************/
/// <summary>Creates a new <see cref="WithDefault"/> and sets the <see cref="DefaultKey"/>.</summary>
public WithDefault(TKey defaultKey)
: this()
{
_DefaultKey = defaultKey;
ForceSetState(defaultKey);
}
/************************************************************************************************************************/
/// <inheritdoc/>
public override void InitializeAfterDeserialize()
{
if (CurrentState != null)
{
using (new KeyChange<TKey>(this, default, _DefaultKey))
using (new StateChange<TState>(this, null, CurrentState))
CurrentState.OnEnterState();
}
else
{
ForceSetState(_DefaultKey);
}
// Don't call the base method.
}
/************************************************************************************************************************/
/// <summary>Attempts to enter the <see cref="DefaultKey"/> and returns true if successful.</summary>
/// <remarks>
/// This method returns true immediately if the specified <see cref="DefaultKey"/> is already the
/// <see cref="CurrentKey"/>. To allow directly re-entering the same state, use
/// <see cref="TryResetDefaultState"/> instead.
/// </remarks>
public TState TrySetDefaultState() => TrySetState(_DefaultKey);
/************************************************************************************************************************/
/// <summary>Attempts to enter the <see cref="DefaultKey"/> and returns true if successful.</summary>
/// <remarks>
/// This method does not check if the <see cref="DefaultKey"/> is already the <see cref="CurrentKey"/>.
/// To do so, use <see cref="TrySetDefaultState"/> instead.
/// </remarks>
public TState TryResetDefaultState() => TryResetState(_DefaultKey);
/************************************************************************************************************************/
#if UNITY_EDITOR
/************************************************************************************************************************/
/// <inheritdoc/>
public override int GUILineCount => 2;
/************************************************************************************************************************/
/// <inheritdoc/>
public override void DoGUI(ref Rect area)
{
area.height = UnityEditor.EditorGUIUtility.singleLineHeight;
UnityEditor.EditorGUI.BeginChangeCheck();
var state = StateMachineUtilities.DoGenericField(area, "Default Key", DefaultKey);
if (UnityEditor.EditorGUI.EndChangeCheck())
DefaultKey = state;
StateMachineUtilities.NextVerticalArea(ref area);
base.DoGUI(ref area);
}
/************************************************************************************************************************/
#endif
/************************************************************************************************************************/
}
}
}