87 lines
2.7 KiB
C#
87 lines
2.7 KiB
C#
using NodeCanvas.Framework;
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using ParadoxNotion.Design;
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using UnityEngine;
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namespace NodeCanvas.StateMachines
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{
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[Name("Action State", 100)]
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[Description("Execute a number of Action Tasks OnEnter. All actions will be stoped OnExit. This state is Finished when all Actions are finished as well")]
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public class ActionState : FSMState, ITaskAssignable
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{
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[SerializeField]
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private ActionList _actionList;
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[SerializeField]
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private bool _repeatStateActions;
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public Task task {
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get { return actionList; }
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set { actionList = (ActionList)value; }
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}
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public ActionList actionList {
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get { return _actionList; }
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set { _actionList = value; }
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}
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public bool repeatStateActions {
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get { return _repeatStateActions; }
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set { _repeatStateActions = value; }
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}
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public override void OnValidate(Graph assignedGraph) {
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if ( actionList == null ) {
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actionList = (ActionList)Task.Create(typeof(ActionList), assignedGraph);
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actionList.executionMode = ActionList.ActionsExecutionMode.ActionsRunInParallel;
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}
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}
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protected override void OnEnter() { OnUpdate(); }
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protected override void OnUpdate() {
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var actionListStatus = actionList.Execute(graphAgent, graphBlackboard);
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if ( !repeatStateActions && actionListStatus != Status.Running ) {
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Finish(actionListStatus);
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}
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}
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protected override void OnExit() {
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actionList.EndAction(null);
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}
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protected override void OnPause() {
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actionList.Pause();
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}
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///----------------------------------------------------------------------------------------------
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///---------------------------------------UNITY EDITOR-------------------------------------------
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#if UNITY_EDITOR
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protected override void OnNodeGUI() {
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if ( repeatStateActions ) {
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GUILayout.Label("<b>[REPEAT]</b>");
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}
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base.OnNodeGUI();
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}
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protected override void OnNodeInspectorGUI() {
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ShowTransitionsInspector();
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if ( actionList == null ) {
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return;
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}
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EditorUtils.CoolLabel("Actions");
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GUI.color = repeatStateActions ? GUI.color : new Color(1, 1, 1, 0.5f);
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repeatStateActions = UnityEditor.EditorGUILayout.ToggleLeft("Repeat State Actions", repeatStateActions);
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GUI.color = Color.white;
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actionList.ShowListGUI();
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actionList.ShowNestedActionsGUI();
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}
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#endif
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}
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} |