Beispiel #1
0
        public void Update(float deltaTime)
        {
            if (CurrentState == null)
            {
                return;
            }

            if (!InTransition || CurrentTransition.InterruptableByAnyState)
            {
                int index = InTransition && CurrentTransition.SourceState is AnyState?AnyStates.Items.Values.IndexOf((AnyState)CurrentTransition.SourceState) : AnyStates.Items.Count - 1;

                for (int i = 0; i <= index; i++)
                {
                    AnyState       anyState           = AnyStates.Items.At(i);
                    AnyStateFilter currentStateFilter = anyState.StateFilters.Find(f => f.State == CurrentState);
                    AnyStateFilter nextStateFilter    = anyState.StateFilters.Find(f => f.State == NextState);

                    if ((currentStateFilter == null || currentStateFilter.Mode == AnyStateFilterMode.NextState) &&
                        (NextState == null || nextStateFilter == null || nextStateFilter.Mode == AnyStateFilterMode.CurrentState))
                    {
                        continue;
                    }


                    Transition evaluatedTransition = null;

                    if (InTransition && CurrentTransition.SourceState == anyState)
                    {
                        evaluatedTransition = EvaluateTransitions(anyState, anyState.ExitTransitions.IndexOf(CurrentTransition));
                    }
                    else
                    {
                        evaluatedTransition = EvaluateTransitions(anyState);
                    }

                    if (evaluatedTransition != null)
                    {
                        StartTransition(evaluatedTransition);
                        break;
                    }
                }
            }

            Transition transition = null;

            for (int i = 0; i < States.Count; i++)
            {
                if (Playable.GetInputWeight(i) > 0f)
                {
                    State state = States.At(i);
                    //state.PreviousTime.Value = state.Time.Value;
                    //state.PreviousNormalizedTime.Value = state.NormalizedTime.Value;
                    BaseNode node = InputPorts[i].Link != null ? InputPorts[i].Link.OutputPort.Node : null;

                    if (!state.ManualTime)
                    {
                        if (node != null)
                        {
                            float trueDeltaTime = deltaTime * (node.RawDuration / node.Duration);
                            state.PassTime(trueDeltaTime);
                            state.PassNormalizedTime(trueDeltaTime / node.RawDuration);
                            //state.Time.Value += trueDeltaTime;
                            //state.NormalizedTime.Value += trueDeltaTime / node.RawDuration;
                        }
                        else
                        {
                            state.PassTime(deltaTime);
                            state.PassNormalizedTime(deltaTime);
                            //state.Time.Value += deltaTime;
                            //state.NormalizedTime.Value += deltaTime;
                        }
                    }

                    state.Events?.ForEach(evt =>
                    {
                        if (state.PreviousNormalizedTime.Value <= evt.NormalizedTime && state.NormalizedTime.Value >= evt.NormalizedTime)
                        {
                            evt.Callback(evt.NormalizedTime, state);
                        }
                    });

                    state.ContinousEvents?.ForEach(evt =>
                    {
                        if (state.NormalizedTime.Value >= evt.StartTime && (state.NormalizedTime.Value <= evt.EndTime || state.PreviousNormalizedTime.Value <= evt.EndTime))
                        {
                            evt.Callback(state, evt);
                        }
                    });
                }
            }

            if (InTransition)
            {
                if (CurrentTransition.InterruptionSource != TransitionInterruptionSource.None && !(CurrentTransition.SourceState is AnyState))
                {
                    switch (CurrentTransition.InterruptionSource)
                    {
                    case TransitionInterruptionSource.CurrentState:
                    {
                        int currentTransitionIndex = CurrentTransition.OrderedInterruption ? CurrentState.ExitTransitions.IndexOf(CurrentTransition) : -1;

                        if (currentTransitionIndex != 0)
                        {
                            EvaluateTransitions(CurrentState, currentTransitionIndex);
                        }

                        break;
                    }

                    case TransitionInterruptionSource.NextState:
                        EvaluateTransitions(NextState);

                        break;

                    case TransitionInterruptionSource.CurrentThenNextState:
                    {
                        int currentTransitionIndex = CurrentTransition.OrderedInterruption ? CurrentState.ExitTransitions.IndexOf(CurrentTransition) : -1;

                        if (currentTransitionIndex == 0 || ((transition = EvaluateTransitions(CurrentState, currentTransitionIndex)) != null))
                        {
                            transition = EvaluateTransitions(NextState);
                        }

                        break;
                    }

                    case TransitionInterruptionSource.NextThenCurrentState:
                        if ((transition = EvaluateTransitions(NextState)) != null)
                        {
                            int currentTransitionIndex = CurrentTransition.OrderedInterruption ? CurrentState.ExitTransitions.IndexOf(CurrentTransition) : -1;

                            if (currentTransitionIndex != 0)
                            {
                                EvaluateTransitions(CurrentState, currentTransitionIndex);
                            }
                        }

                        break;
                    }
                }

                UpdateTransition(deltaTime);
            }
            else
            {
                transition = EvaluateTransitions(CurrentState);
            }

            _triggersToReset.ForEach(t => t.Value = false);
            _triggersToReset.Clear();

            if (transition != null)
            {
                StartTransition(transition);
            }
        }