61 lines
1.7 KiB
C#
61 lines
1.7 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("Sub FSM")]
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[Description("Execute a sub FSM OnEnter, and Stop that FSM OnExit. This state is Finished only when and if the sub FSM is finished as well.")]
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[DropReferenceType(typeof(FSM))]
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[ParadoxNotion.Design.Icon("FSM")]
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public class NestedFSMState : FSMStateNested<FSM>
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{
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public enum FSMExitMode
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{
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StopAndRestart,
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PauseAndResume
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}
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[SerializeField, ExposeField, Name("Sub FSM")]
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private BBParameter<FSM> _nestedFSM = null;
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[Tooltip("What will happen to the sub FSM when this state exits.")]
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public FSMExitMode exitMode;
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public override FSM subGraph { get { return _nestedFSM.value; } set { _nestedFSM.value = value; } }
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public override BBParameter subGraphParameter => _nestedFSM;
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//
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protected override void OnEnter() {
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if ( subGraph == null ) {
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Finish(false);
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return;
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}
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this.TryStartSubGraph(graphAgent, Finish);
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OnUpdate();
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}
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protected override void OnUpdate() {
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currentInstance.UpdateGraph(this.graph.deltaTime);
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}
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protected override void OnExit() {
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if ( currentInstance != null ) {
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if ( this.status == Status.Running ) {
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this.TryReadAndUnbindMappedVariables();
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}
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if ( exitMode == FSMExitMode.StopAndRestart ) {
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currentInstance.Stop();
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} else {
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currentInstance.Pause();
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}
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}
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}
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}
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} |