Files
taptap2024_GJ_chidouren/Packages/com.xfkj.xffsm@357f537fea/Runtime/Scriptable/FSMStateNodeData.cs
2024-10-16 00:03:41 +08:00

338 lines
9.2 KiB
C#

using System;
using System.Collections.Generic;
using System.Text;
using UnityEditor;
using UnityEngine;
namespace XFFSM
{
[System.Serializable]
public class FSMStateScriptInfo
{
public string className;
public string guid;
}
[System.Serializable]
public class FSMStateNodeData
{
#if UNITY_EDITOR
public Rect rect;
public void AddStateScript(MonoScript script)
{
string guid = AssetDatabase.AssetPathToGUID( AssetDatabase.GetAssetPath(script));
if (string.IsNullOrEmpty(guid))
throw new System.Exception(string.Format("脚本添加失败,获取guid失败:{0}",script.name));
foreach (var item in StateScripts)
{
if (item.guid.Equals(guid))
throw new System.Exception("脚本重复添加!");
}
FSMStateScriptInfo info = new FSMStateScriptInfo();
info.guid = guid;
Type type = script.GetClass();
if (type != null)
{
info.className = type.FullName;
}
StateScripts.Add(info);
}
public void RefreshStateScripts(RuntimeFSMController controller)
{
//EditorApplication.
List<FSMStateScriptInfo> invalid = new List<FSMStateScriptInfo>();
foreach (var item in StateScripts)
{
if (string.IsNullOrEmpty(item.guid) && !string.IsNullOrEmpty(item.className))
item.guid = AssemblyTools.GetGUIDByStateClassFullName(item.className);
string path = AssetDatabase.GUIDToAssetPath(item.guid);
if (string.IsNullOrEmpty(path))
{
invalid.Add(item);
continue;
}
MonoScript script = AssetDatabase.LoadAssetAtPath<MonoScript>(path);
if (script == null)
{
//Debug.LogFormat("添加无效脚本:{0} guid:{1}", script.name, path);
//invalid.Add(item);
continue;
}
Type type = script.GetClass();
// 如果等于空或者没有继承自FSMState视为无效
if (type == null)
{
//invalid.Add(item);
continue;
}
item.className = type.FullName;
}
// 移除无效的脚本 ( 这些脚本可能已经被删除了 )
foreach (var item in invalid)
{
StateScripts.Remove(item);
}
if(controller != null)
controller.Save();
}
public void RemoveStateScript(MonoScript script)
{
Type type = script.GetClass();
if (type == null) return;
string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(script));
if (string.IsNullOrEmpty(guid))
throw new System.Exception(string.Format("脚本添加失败,获取guid失败:{0}", script.name));
FSMStateScriptInfo info = null;
foreach (var item in StateScripts)
{
if (item.guid.Equals(guid)) {
info = item;
break;
}
}
if (info == null) return;
StateScripts.Remove(info);
}
#endif
/// <summary>
/// 是否是默认状态
/// </summary>
public bool defaultState;
/// <summary>
/// 名称
/// </summary>
public string name;
/// <summary>
/// 状态脚本的名称
/// </summary>
public List<FSMStateScriptInfo> StateScripts = new List<FSMStateScriptInfo>();
/// <summary>
/// 当前状态的父节点名称
/// </summary>
public List<string> parents;
/// <summary>
/// 是否为子状态机
/// </summary>
public bool isSubStateMachine = false;
/// <summary>
/// 是否为内置状态
/// </summary>
public bool isBuildInState = false;
/// <summary>
/// 内置状态名称
/// </summary>
public string buildInStateName = null;
#region
/// <summary>
/// 判断当前状态是否为Any状态
/// </summary>
public bool IsAnyState
{
get
{
if (name.Equals(FSMConst.anyState))
return true;
if (isBuildInState && buildInStateName.Equals(FSMConst.anyState))
return true;
return false;
}
}
/// <summary>
/// 判断当前状态是否Entry状态
/// </summary>
public bool IsEntryState
{
get {
if (name.Equals(FSMConst.entryState))
return true;
if (isBuildInState && buildInStateName.Equals(FSMConst.entryState))
return true;
return false;
}
}
/// <summary>
/// 判断是否为返回上一层的按钮
/// </summary>
public bool IsUpState
{
get {
if (isBuildInState && buildInStateName.Equals(FSMConst.up))
return true;
return false;
}
}
public string DisplayName
{
get
{
if (IsAnyState)
return FSMConst.anyState;
if (IsEntryState)
return FSMConst.entryState;
if (IsUpState)
{
if (parents.Count > 1)
return string.Format("(Up){0}", parents[parents.Count - 2]);
else
return "(Up)Base Layer";
}
return name;
}
}
public string ParentPath
{
get
{
if (parents == null || parents.Count == 0) return string.Empty;
StringBuilder sb = new StringBuilder();
for (int i = 0; i < parents.Count; i++) {
sb.Append(parents[i]);
if (i < parents.Count - 1)
sb.Append("/");
}
return sb.ToString();
}
}
public string NextParentPath {
get
{
List<string> next_parents = new List<string>();
if (parents != null && parents.Count != 0)
next_parents.AddRange(parents);
next_parents.Add(name);
StringBuilder sb = new StringBuilder();
for (int i = 0; i < next_parents.Count; i++)
{
sb.Append(next_parents[i]);
if (i < next_parents.Count - 1)
sb.Append("/");
}
return sb.ToString();
}
}
public string Parent
{
get {
if (parents == null || parents.Count == 0) return string.Empty;
return parents[parents.Count - 1];
}
}
#endregion
public bool CompareParent(FSMStateNodeData node)
{
if (BaseLayer() && node.BaseLayer()) return true;
if(parents == null || node.parents == null) return false;
if (node.parents.Count != this.parents.Count) return false;
for (int i = 0; i < parents.Count; i++)
{
if (!parents[i].Equals(node.parents[i]))
return false;
}
return true;
}
public bool CompareParent(List<string> parents) {
if (BaseLayer()) return parents == null || parents.Count == 0;
if (parents == null || this.parents == null) return false;
if (parents.Count != this.parents.Count) return false;
for (int i = 0; i < this.parents.Count; i++)
{
if (!this.parents[i].Equals(parents[i]))
return false;
}
return true;
}
public bool BaseLayer()
{
return this.parents == null || this.parents.Count == 0;
}
public bool ContainsParent(string parent)
{
if(BaseLayer()) return false;
return parents.Contains(parent);
}
public bool BelongToParent(string parent)
{
if(BaseLayer()) return false;
return parents[parents.Count - 1].Equals(parent);
}
public void RenameParent(string oldParent, string newName) {
int index = parents.IndexOf(oldParent);
parents[index] = newName;
}
public List<string> GetParent() {
List<string> parents = new List<string>();
if (parents == null) return parents;
parents.AddRange(this.parents);
return parents;
}
}
}