You've already forked taptap2024_GJ_chidouren
338 lines
9.2 KiB
C#
338 lines
9.2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text;
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using UnityEditor;
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using UnityEngine;
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namespace XFFSM
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{
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[System.Serializable]
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public class FSMStateScriptInfo
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{
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public string className;
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public string guid;
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}
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[System.Serializable]
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public class FSMStateNodeData
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{
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#if UNITY_EDITOR
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public Rect rect;
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public void AddStateScript(MonoScript script)
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{
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string guid = AssetDatabase.AssetPathToGUID( AssetDatabase.GetAssetPath(script));
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if (string.IsNullOrEmpty(guid))
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throw new System.Exception(string.Format("脚本添加失败,获取guid失败:{0}",script.name));
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foreach (var item in StateScripts)
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{
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if (item.guid.Equals(guid))
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throw new System.Exception("脚本重复添加!");
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}
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FSMStateScriptInfo info = new FSMStateScriptInfo();
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info.guid = guid;
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Type type = script.GetClass();
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if (type != null)
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{
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info.className = type.FullName;
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}
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StateScripts.Add(info);
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}
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public void RefreshStateScripts(RuntimeFSMController controller)
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{
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//EditorApplication.
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List<FSMStateScriptInfo> invalid = new List<FSMStateScriptInfo>();
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foreach (var item in StateScripts)
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{
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if (string.IsNullOrEmpty(item.guid) && !string.IsNullOrEmpty(item.className))
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item.guid = AssemblyTools.GetGUIDByStateClassFullName(item.className);
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string path = AssetDatabase.GUIDToAssetPath(item.guid);
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if (string.IsNullOrEmpty(path))
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{
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invalid.Add(item);
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continue;
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}
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MonoScript script = AssetDatabase.LoadAssetAtPath<MonoScript>(path);
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if (script == null)
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{
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//Debug.LogFormat("添加无效脚本:{0} guid:{1}", script.name, path);
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//invalid.Add(item);
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continue;
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}
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Type type = script.GetClass();
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// 如果等于空或者没有继承自FSMState视为无效
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if (type == null)
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{
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//invalid.Add(item);
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continue;
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}
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item.className = type.FullName;
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}
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// 移除无效的脚本 ( 这些脚本可能已经被删除了 )
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foreach (var item in invalid)
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{
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StateScripts.Remove(item);
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}
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if(controller != null)
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controller.Save();
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}
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public void RemoveStateScript(MonoScript script)
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{
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Type type = script.GetClass();
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if (type == null) return;
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string guid = AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(script));
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if (string.IsNullOrEmpty(guid))
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throw new System.Exception(string.Format("脚本添加失败,获取guid失败:{0}", script.name));
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FSMStateScriptInfo info = null;
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foreach (var item in StateScripts)
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{
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if (item.guid.Equals(guid)) {
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info = item;
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break;
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}
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}
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if (info == null) return;
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StateScripts.Remove(info);
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}
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#endif
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/// <summary>
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/// 是否是默认状态
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/// </summary>
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public bool defaultState;
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/// <summary>
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/// 名称
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/// </summary>
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public string name;
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/// <summary>
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/// 状态脚本的名称
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/// </summary>
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public List<FSMStateScriptInfo> StateScripts = new List<FSMStateScriptInfo>();
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/// <summary>
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/// 当前状态的父节点名称
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/// </summary>
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public List<string> parents;
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/// <summary>
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/// 是否为子状态机
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/// </summary>
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public bool isSubStateMachine = false;
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/// <summary>
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/// 是否为内置状态
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/// </summary>
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public bool isBuildInState = false;
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/// <summary>
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/// 内置状态名称
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/// </summary>
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public string buildInStateName = null;
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#region 属性
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/// <summary>
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/// 判断当前状态是否为Any状态
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/// </summary>
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public bool IsAnyState
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{
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get
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{
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if (name.Equals(FSMConst.anyState))
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return true;
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if (isBuildInState && buildInStateName.Equals(FSMConst.anyState))
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return true;
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return false;
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}
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}
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/// <summary>
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/// 判断当前状态是否Entry状态
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/// </summary>
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public bool IsEntryState
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{
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get {
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if (name.Equals(FSMConst.entryState))
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return true;
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if (isBuildInState && buildInStateName.Equals(FSMConst.entryState))
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return true;
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return false;
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}
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}
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/// <summary>
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/// 判断是否为返回上一层的按钮
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/// </summary>
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public bool IsUpState
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{
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get {
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if (isBuildInState && buildInStateName.Equals(FSMConst.up))
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return true;
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return false;
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}
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}
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public string DisplayName
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{
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get
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{
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if (IsAnyState)
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return FSMConst.anyState;
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if (IsEntryState)
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return FSMConst.entryState;
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if (IsUpState)
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{
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if (parents.Count > 1)
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return string.Format("(Up){0}", parents[parents.Count - 2]);
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else
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return "(Up)Base Layer";
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}
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return name;
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}
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}
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public string ParentPath
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{
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get
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{
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if (parents == null || parents.Count == 0) return string.Empty;
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StringBuilder sb = new StringBuilder();
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for (int i = 0; i < parents.Count; i++) {
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sb.Append(parents[i]);
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if (i < parents.Count - 1)
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sb.Append("/");
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}
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return sb.ToString();
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}
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}
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public string NextParentPath {
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get
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{
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List<string> next_parents = new List<string>();
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if (parents != null && parents.Count != 0)
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next_parents.AddRange(parents);
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next_parents.Add(name);
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StringBuilder sb = new StringBuilder();
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for (int i = 0; i < next_parents.Count; i++)
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{
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sb.Append(next_parents[i]);
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if (i < next_parents.Count - 1)
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sb.Append("/");
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}
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return sb.ToString();
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}
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}
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public string Parent
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{
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get {
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if (parents == null || parents.Count == 0) return string.Empty;
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return parents[parents.Count - 1];
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}
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}
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#endregion
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public bool CompareParent(FSMStateNodeData node)
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{
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if (BaseLayer() && node.BaseLayer()) return true;
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if(parents == null || node.parents == null) return false;
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if (node.parents.Count != this.parents.Count) return false;
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for (int i = 0; i < parents.Count; i++)
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{
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if (!parents[i].Equals(node.parents[i]))
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return false;
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}
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return true;
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}
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public bool CompareParent(List<string> parents) {
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if (BaseLayer()) return parents == null || parents.Count == 0;
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if (parents == null || this.parents == null) return false;
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if (parents.Count != this.parents.Count) return false;
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for (int i = 0; i < this.parents.Count; i++)
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{
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if (!this.parents[i].Equals(parents[i]))
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return false;
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}
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return true;
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}
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public bool BaseLayer()
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{
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return this.parents == null || this.parents.Count == 0;
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}
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public bool ContainsParent(string parent)
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{
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if(BaseLayer()) return false;
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return parents.Contains(parent);
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}
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public bool BelongToParent(string parent)
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{
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if(BaseLayer()) return false;
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return parents[parents.Count - 1].Equals(parent);
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}
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public void RenameParent(string oldParent, string newName) {
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int index = parents.IndexOf(oldParent);
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parents[index] = newName;
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}
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public List<string> GetParent() {
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List<string> parents = new List<string>();
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if (parents == null) return parents;
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parents.AddRange(this.parents);
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return parents;
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}
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}
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}
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