IndieGame/client/Assets/ParadoxNotion/NodeCanvas/Modules/StateMachines/Nodes/OnFSMExit.cs
DOBEST\zhaoyingjie f242607587 初始化工程
2024-10-11 10:12:15 +08:00

80 lines
2.9 KiB
C#

using NodeCanvas.Framework;
using ParadoxNotion.Design;
using UnityEngine;
namespace NodeCanvas.StateMachines
{
[Description("Execute a number of Actions when the FSM stops/exits, if Conditions are met. Note that the actions will only execute for 1 frame. This is not a state.")]
[Color("ff64cb")]
[ParadoxNotion.Design.Icon("MacroOut")]
[Name("On FSM Exit")]
public class OnFSMExit : FSMNode
{
[SerializeField] private ConditionList _conditionList;
[SerializeField] private ActionList _actionList;
public override string name => base.name.ToUpper();
public override int maxInConnections => 0;
public override int maxOutConnections => 0;
public override bool allowAsPrime => false;
///----------------------------------------------------------------------------------------------
public override void OnValidate(Graph assignedGraph) {
if ( _conditionList == null ) {
_conditionList = (ConditionList)Task.Create(typeof(ConditionList), assignedGraph);
_conditionList.checkMode = ConditionList.ConditionsCheckMode.AllTrueRequired;
}
if ( _actionList == null ) {
_actionList = (ActionList)Task.Create(typeof(ActionList), assignedGraph);
_actionList.executionMode = ActionList.ActionsExecutionMode.ActionsRunInParallel;
}
}
public override void OnGraphStarted() {
_conditionList.Enable(graphAgent, graphBlackboard);
}
public override void OnGraphStoped() {
if ( _conditionList.Check(graphAgent, graphBlackboard) ) {
_actionList.Execute(graphAgent, graphBlackboard);
}
_actionList.EndAction(null);
_conditionList.Disable();
}
///----------------------------------------------------------------------------------------------
///---------------------------------------UNITY EDITOR-------------------------------------------
#if UNITY_EDITOR
protected override void OnNodeGUI() {
if ( _conditionList.conditions.Count > 0 ) {
GUILayout.BeginVertical(Styles.roundedBox);
GUILayout.Label(_conditionList.summaryInfo);
GUILayout.EndVertical();
}
GUILayout.BeginVertical(Styles.roundedBox);
GUILayout.Label(_actionList.summaryInfo);
GUILayout.EndVertical();
base.OnNodeGUI();
}
protected override void OnNodeInspectorGUI() {
EditorUtils.CoolLabel("Conditions (optional)");
_conditionList.ShowListGUI();
_conditionList.ShowNestedConditionsGUI();
EditorUtils.BoldSeparator();
EditorUtils.CoolLabel("Actions");
_actionList.ShowListGUI();
_actionList.ShowNestedActionsGUI();
}
#endif
}
}