using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
using Logger = ParadoxNotion.Services.Logger;
namespace NodeCanvas.StateMachines
{
/// Base class for fsm nodes that are actually states
// [Color("ff6d53")]
abstract public class FSMState : FSMNode, IState
{
public enum TransitionEvaluationMode
{
CheckContinuously,
CheckAfterStateFinished,
CheckManually
}
[SerializeField]
private TransitionEvaluationMode _transitionEvaluation;
private bool _hasInit;
public override bool allowAsPrime => true;
public override bool canSelfConnect => true;
public override int maxInConnections => -1;
public override int maxOutConnections => -1;
public TransitionEvaluationMode transitionEvaluation {
get { return _transitionEvaluation; }
set { _transitionEvaluation = value; }
}
///Returns all transitions of the state
public FSMConnection[] GetTransitions() {
var result = new FSMConnection[outConnections.Count];
for ( var i = 0; i < outConnections.Count; i++ ) {
result[i] = (FSMConnection)outConnections[i];
}
return result;
}
///Declares that the state has finished
public void Finish() { Finish(Status.Success); }
public void Finish(bool inSuccess) { Finish(inSuccess ? Status.Success : Status.Failure); }
public void Finish(Status status) { this.status = status; }
///----------------------------------------------------------------------------------------------
public override void OnGraphPaused() { if ( status == Status.Running ) { OnPause(); } }
///----------------------------------------------------------------------------------------------
//avoid connecting from same source
protected override bool CanConnectFromSource(Node sourceNode) {
if ( this.IsChildOf(sourceNode) ) {
Logger.LogWarning("States are already connected together. Consider using multiple conditions on an existing transition instead", LogTag.EDITOR, this);
return false;
}
return true;
}
//avoid connecting to same target
protected override bool CanConnectToTarget(Node targetNode) {
if ( this.IsParentOf(targetNode) ) {
Logger.LogWarning("States are already connected together. Consider using multiple conditions on an existing transition instead", LogTag.EDITOR, this);
return false;
}
return true;
}
//OnEnter...
sealed protected override Status OnExecute(Component agent, IBlackboard bb) {
if ( !_hasInit ) {
_hasInit = true;
OnInit();
}
if ( status == Status.Resting ) {
status = Status.Running;
for ( int i = 0; i < outConnections.Count; i++ ) {
( (FSMConnection)outConnections[i] ).EnableCondition(agent, bb);
}
OnEnter();
} else {
var case1 = transitionEvaluation == TransitionEvaluationMode.CheckContinuously;
var case2 = transitionEvaluation == TransitionEvaluationMode.CheckAfterStateFinished && status != Status.Running;
if ( case1 || case2 ) {
CheckTransitions();
}
if ( status == Status.Running ) {
OnUpdate();
}
}
return status;
}
///Checks and performs possible transition. Returns true if a transition was performed.
public bool CheckTransitions() {
for ( var i = 0; i < outConnections.Count; i++ ) {
var connection = (FSMConnection)outConnections[i];
var condition = connection.condition;
if ( !connection.isActive ) {
continue;
}
if ( ( condition != null && condition.Check(graphAgent, graphBlackboard) ) || ( condition == null && status != Status.Running ) ) {
FSM.EnterState((FSMState)connection.targetNode, connection.transitionCallMode);
connection.status = Status.Success; //editor vis
return true;
}
connection.status = Status.Failure; //editor vis
}
return false;
}
//OnExit...
sealed protected override void OnReset() {
for ( int i = 0; i < outConnections.Count; i++ ) {
( (FSMConnection)outConnections[i] ).DisableCondition();
}
#if UNITY_EDITOR
//Done for visualizing in editor
for ( var i = 0; i < inConnections.Count; i++ ) {
inConnections[i].status = Status.Resting;
}
#endif
OnExit();
}
//Converted
virtual protected void OnInit() { }
virtual protected void OnEnter() { }
virtual protected void OnUpdate() { }
virtual protected void OnExit() { }
virtual protected void OnPause() { }
//
///----------------------------------------------------------------------------------------------
///---------------------------------------UNITY EDITOR-------------------------------------------
#if UNITY_EDITOR
//just a default orange color
public override void OnCreate(Graph assignedGraph) {
base.customColor = new Color(1, 0.42f, 0.32f);
}
//...
protected override void OnNodeInspectorGUI() {
ShowTransitionsInspector();
DrawDefaultInspector();
}
protected override void OnNodeExternalGUI() {
var peek = FSM.PeekStack();
if ( peek != null && FSM.currentState == this ) {
UnityEditor.Handles.color = Color.grey;
UnityEditor.Handles.DrawAAPolyLine(rect.center, peek.rect.center);
UnityEditor.Handles.color = Color.white;
}
}
//...
protected override UnityEditor.GenericMenu OnContextMenu(UnityEditor.GenericMenu menu) {
if ( Application.isPlaying ) {
menu.AddItem(new GUIContent("Enter State"), false, () => { FSM.EnterState(this, FSM.TransitionCallMode.Normal); });
} else { menu.AddDisabledItem(new GUIContent("Enter State")); }
menu.AddItem(new GUIContent("Breakpoint"), isBreakpoint, () => { isBreakpoint = !isBreakpoint; });
return menu;
}
//...
protected void ShowTransitionsInspector() {
EditorUtils.CoolLabel("Transitions");
if ( outConnections.Count == 0 ) {
UnityEditor.EditorGUILayout.HelpBox("No Transition", UnityEditor.MessageType.None);
}
var onFinishExists = false;
EditorUtils.ReorderableList(outConnections, (i, picked) =>
{
var connection = (FSMConnection)outConnections[i];
GUILayout.BeginHorizontal("box");
if ( connection.condition != null ) {
GUILayout.Label(connection.condition.summaryInfo, GUILayout.MinWidth(0), GUILayout.ExpandWidth(true));
} else {
GUILayout.Label("OnFinish" + ( onFinishExists ? " (exists)" : string.Empty ), GUILayout.MinWidth(0), GUILayout.ExpandWidth(true));
onFinishExists = true;
}
GUILayout.FlexibleSpace();
GUILayout.Label("► '" + connection.targetNode.name + "'");
GUILayout.EndHorizontal();
});
transitionEvaluation = (TransitionEvaluationMode)UnityEditor.EditorGUILayout.EnumPopup(transitionEvaluation);
EditorUtils.BoldSeparator();
}
#endif
///----------------------------------------------------------------------------------------------
}
}