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74 lines
2.8 KiB
C#
74 lines
2.8 KiB
C#
2 months ago
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// Animancer // Copyright 2020 Kybernetik //
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using UnityEngine;
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namespace Animancer.FSM
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{
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/// <summary>
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/// Base class for <see cref="MonoBehaviour"/> states to be used in a <see cref="StateMachine{TState}"/>.
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/// </summary>
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[HelpURL(StateExtensions.APIDocumentationURL + "StateBehaviour_1")]
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public abstract class StateBehaviour<TState> : MonoBehaviour, IState<TState>
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where TState : StateBehaviour<TState>
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{
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/************************************************************************************************************************/
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/// <summary>
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/// Determines whether the <see cref="StateMachine{TState}"/> can enter this state. Always returns true
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/// unless overridden.
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/// </summary>
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public virtual bool CanEnterState(TState previousState) { return true; }
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/// <summary>
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/// Determines whether the <see cref="StateMachine{TState}"/> can exit this state. Always returns true
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/// unless overridden.
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/// </summary>
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public virtual bool CanExitState(TState nextState) { return true; }
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/************************************************************************************************************************/
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/// <summary>
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/// Asserts that this component is not already enabled, then enable it.
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/// </summary>
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public virtual void OnEnterState()
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{
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Debug.Assert(!enabled, this + " was already enabled when entering its state", this);
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enabled = true;
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}
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/************************************************************************************************************************/
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/// <summary>
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/// Asserts that this component is not already disabled, then disable it.
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/// </summary>
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public virtual void OnExitState()
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{
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if (this == null)
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return;
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Debug.Assert(enabled, this + " was already disabled when exiting its state", this);
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enabled = false;
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}
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/************************************************************************************************************************/
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#if UNITY_EDITOR
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/// <summary>[Editor-Only]
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/// Called by the Unity Editor in Edit Mode whenever an instance of this script is loaded or a value is changed
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/// in the Inspector.
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/// <para></para>
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/// States start disabled and only the current state gets enabled at runtime.
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/// </summary>
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protected virtual void OnValidate()
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{
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if (UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
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return;
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enabled = false;
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}
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#endif
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/************************************************************************************************************************/
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}
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}
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