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- // Animancer // https://kybernetik.com.au/animancer // Copyright 2022 Kybernetik //
- using System;
- using UnityEngine;
- namespace Animancer.FSM
- {
- /// https://kybernetik.com.au/animancer/api/Animancer.FSM/StateMachine_1
- partial class StateMachine<TState>
- {
- /// <summary>A <see cref="StateMachine{TState}"/> with a <see cref="DefaultState"/>.</summary>
- /// <remarks>
- /// See <see cref="InitializeAfterDeserialize"/> if using this class in a serialized field.
- /// <para></para>
- /// Documentation: <see href="https://kybernetik.com.au/animancer/docs/manual/fsm/changing-states#default-states">Default States</see>
- /// </remarks>
- /// https://kybernetik.com.au/animancer/api/Animancer.FSM/WithDefault
- ///
- [Serializable]
- public class WithDefault : StateMachine<TState>
- {
- /************************************************************************************************************************/
- [SerializeField]
- private TState _DefaultState;
- /// <summary>The starting state and main state to return to when nothing else is active.</summary>
- /// <remarks>
- /// If the <see cref="CurrentState"/> is <c>null</c> when setting this value, it calls
- /// <see cref="ForceSetState(TState)"/> to enter the specified state immediately.
- /// <para></para>
- /// For a character, this would typically be their <em>Idle</em> state.
- /// </remarks>
- public TState DefaultState
- {
- get => _DefaultState;
- set
- {
- _DefaultState = value;
- if (_CurrentState == null && value != null)
- ForceSetState(value);
- }
- }
- /************************************************************************************************************************/
- /// <summary>Calls <see cref="ForceSetState(TState)"/> with the <see cref="DefaultState"/>.</summary>
- /// <remarks>This delegate is cached to avoid allocating garbage when used in Animancer Events.</remarks>
- public readonly Action ForceSetDefaultState;
- /************************************************************************************************************************/
- /// <summary>Creates a new <see cref="WithDefault"/>.</summary>
- public WithDefault()
- {
- // Silly C# doesn't allow instance delegates to be assigned using field initializers.
- ForceSetDefaultState = () => ForceSetState(_DefaultState);
- }
- /************************************************************************************************************************/
- /// <summary>Creates a new <see cref="WithDefault"/> and sets the <see cref="DefaultState"/>.</summary>
- public WithDefault(TState defaultState)
- : this()
- {
- _DefaultState = defaultState;
- ForceSetState(defaultState);
- }
- /************************************************************************************************************************/
- /// <inheritdoc/>
- public override void InitializeAfterDeserialize()
- {
- if (_CurrentState != null)
- {
- using (new StateChange<TState>(this, null, _CurrentState))
- _CurrentState.OnEnterState();
- }
- else if (_DefaultState != null)
- {
- using (new StateChange<TState>(this, null, CurrentState))
- {
- _CurrentState = _DefaultState;
- _CurrentState.OnEnterState();
- }
- }
- // Don't call the base method.
- }
- /************************************************************************************************************************/
- /// <summary>Attempts to enter the <see cref="DefaultState"/> and returns true if successful.</summary>
- /// <remarks>
- /// This method returns true immediately if the specified <see cref="DefaultState"/> is already the
- /// <see cref="CurrentState"/>. To allow directly re-entering the same state, use
- /// <see cref="TryResetDefaultState"/> instead.
- /// </remarks>
- public bool TrySetDefaultState() => TrySetState(DefaultState);
- /************************************************************************************************************************/
- /// <summary>Attempts to enter the <see cref="DefaultState"/> and returns true if successful.</summary>
- /// <remarks>
- /// This method does not check if the <see cref="DefaultState"/> is already the <see cref="CurrentState"/>.
- /// To do so, use <see cref="TrySetDefaultState"/> instead.
- /// </remarks>
- public bool TryResetDefaultState() => TryResetState(DefaultState);
- /************************************************************************************************************************/
- #if UNITY_EDITOR
- /************************************************************************************************************************/
- /// <inheritdoc/>
- public override int GUILineCount => 2;
- /************************************************************************************************************************/
- /// <inheritdoc/>
- public override void DoGUI(ref Rect area)
- {
- area.height = UnityEditor.EditorGUIUtility.singleLineHeight;
- UnityEditor.EditorGUI.BeginChangeCheck();
- var state = StateMachineUtilities.DoGenericField(area, "Default State", DefaultState);
- if (UnityEditor.EditorGUI.EndChangeCheck())
- DefaultState = state;
- StateMachineUtilities.NextVerticalArea(ref area);
- base.DoGUI(ref area);
- }
- /************************************************************************************************************************/
- #endif
- /************************************************************************************************************************/
- }
- }
- }
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