144 lines
4.2 KiB
C#
144 lines
4.2 KiB
C#
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using NeoFPS.CharacterMotion.Conditions;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace NeoFPS.CharacterMotion
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{
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[Serializable]
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public struct MotionGraphConditionGroup
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{
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[SerializeField] private string m_Name;
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[SerializeField] private MotionGraphConnection.ConditionRequirements m_TransitionOn;
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[SerializeField] private List<MotionGraphCondition> m_Conditions;
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[SerializeField, HideInInspector] private int m_ID;
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[SerializeField, HideInInspector] private MotionGraphConnection m_Connection;
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#if UNITY_EDITOR
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[HideInInspector] public bool collapsed;
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#endif
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private GroupState m_GroupState;
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public enum GroupState : byte
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{
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Unchecked,
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Checking,
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CheckedTrue,
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CheckedFalse
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}
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public int id
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{
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get { return m_ID; }
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}
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public string name
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{
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get { return m_Name; }
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}
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public MotionGraphConnection connection
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{
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get { return m_Connection; }
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}
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public List<MotionGraphCondition> conditions
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{
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get { return m_Conditions; }
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}
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public MotionGraphConditionGroup(string n, MotionGraphConnection c)
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{
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m_Name = n;
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m_TransitionOn = MotionGraphConnection.ConditionRequirements.AllTrue;
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m_Conditions = new List<MotionGraphCondition>();
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m_ID = UnityEngine.Random.Range(int.MinValue, int.MaxValue);
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m_Connection = c;
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m_GroupState = GroupState.Unchecked;
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#if UNITY_EDITOR
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collapsed = false;
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#endif
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}
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public void Initialise (IMotionController c)
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{
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for (int i = 0; i < m_Conditions.Count; ++i)
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m_Conditions[i].Initialise(c);
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}
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public void ResetGroup()
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{
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m_GroupState = GroupState.Unchecked;
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}
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public bool CheckConditions()
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{
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switch (m_GroupState)
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{
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case GroupState.Unchecked:
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// Set to checking state (will return false if evaluated again)
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m_GroupState = GroupState.Checking;
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// Check conditions
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bool result = CheckConditionsInternal();
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// Store result
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if (result)
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m_GroupState = GroupState.CheckedTrue;
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else
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m_GroupState = GroupState.CheckedFalse;
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// Return
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return result;
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case GroupState.CheckedTrue:
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// Return stored result
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return true;
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default:
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// Return stored result or it's still evaluating so this must be a cyclic check
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return false;
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}
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}
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bool CheckConditionsInternal()
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{
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if (m_Conditions.Count == 0)
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return false;
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for (int i = 0; i < m_Conditions.Count; ++i)
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{
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if (m_Conditions[i].CheckCondition(connection.source))
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{
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if (m_TransitionOn == MotionGraphConnection.ConditionRequirements.AnyTrue)
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return true;
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}
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else
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{
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if (m_TransitionOn == MotionGraphConnection.ConditionRequirements.AllTrue)
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return false;
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}
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}
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return m_TransitionOn == MotionGraphConnection.ConditionRequirements.AllTrue;
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}
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public void CheckReferences(IMotionGraphMap map)
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{
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m_Connection = map.Swap(m_Connection);
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for (int i = 0; i < m_Conditions.Count; ++i)
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m_Conditions[i] = map.Swap(m_Conditions[i]);
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}
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public void OnValidate ()
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{
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for (int i = m_Conditions.Count; i > 0; --i)
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{
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if (m_Conditions[i - 1] == null)
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m_Conditions.RemoveAt(i - 1);
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else
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m_Conditions[i - 1].OnValidate();
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}
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}
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}
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}
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