Ejemplo n.º 1
0
        private void CreateState(Vector2 mousePosition)
        {
            Undo.RegisterCompleteObjectUndo(new UnityEngine.Object[] { stateMachine, nodesInfo, this }, "State Created");

            nodesInfo.StatesCount++;
            nodesInfo.Names.Add("New State");
            nodesInfo.Rects.Add(new Rect(mousePosition, NODE_SIZE));

            transitions.Add(new List <int>());

            List <Action[]> actions = new List <Action[]>(StateMachineReflections.GetActions(stateMachine));

            actions.Add(new Action[0]);
            List <bool[]> isDurationEnd = new List <bool[]>(StateMachineReflections.GetIsDurationsEnd(stateMachine));

            isDurationEnd.Add(new bool[0]);
            List <Duration> durations = new List <Duration>(StateMachineReflections.GetDurations(stateMachine));

            durations.Add(new ConstantDuration());
            List <Condition[][]> conditions = new List <Condition[][]>(StateMachineReflections.GetConditions(stateMachine));

            conditions.Add(new Condition[0][]);

            SaveStateMachine(actions.ToArray(), isDurationEnd.ToArray(), durations.ToArray(), conditions.ToArray());

            if (nodesInfo.StatesCount == 1)
            {
                StateMachineReflections.SetStartStateIndex(stateMachine, startStateIndex = 0);
            }
        }
Ejemplo n.º 2
0
        private void DeleteState(int stateIndex)
        {
            Undo.RegisterCompleteObjectUndo(new UnityEngine.Object[] { stateMachine, nodesInfo, this }, "State Deleted");

            DeleteStateReferencesInTransitions(stateIndex);

            nodesInfo.StatesCount--;
            nodesInfo.Names.RemoveAt(stateIndex);
            nodesInfo.Rects.RemoveAt(stateIndex);

            transitions.RemoveAt(stateIndex);

            List <Action[]> actions = new List <Action[]>(StateMachineReflections.GetActions(stateMachine));

            actions.RemoveAt(stateIndex);
            List <bool[]> isDurationEnd = new List <bool[]>(StateMachineReflections.GetIsDurationsEnd(stateMachine));

            isDurationEnd.RemoveAt(0);
            List <Duration> durations = new List <Duration>(StateMachineReflections.GetDurations(stateMachine));

            durations.RemoveAt(0);
            List <Condition[][]> conditions = new List <Condition[][]>(StateMachineReflections.GetConditions(stateMachine));

            conditions.RemoveAt(stateIndex);

            SaveStateMachine(actions.ToArray(), isDurationEnd.ToArray(), durations.ToArray(), conditions.ToArray());

            if (startStateIndex == stateIndex)
            {
                StateMachineReflections.SetStartStateIndex(stateMachine, startStateIndex = nodesInfo.StatesCount > 0 ? 0 : -1);
            }
        }
Ejemplo n.º 3
0
        private void ProcessContextMenu(Vector2 mousePosition)
        {
            GenericMenu genericMenu = new GenericMenu();

            int stateIndex = GetStateIndex(mousePosition);

            if (stateIndex != -1)
            {
                genericMenu.AddItem(new GUIContent("Create Transition"), false, () => creatingTransitionFromStateIndex = stateIndex);
                genericMenu.AddItem(new GUIContent("Set as Start State"), false, () => StateMachineReflections.SetStartStateIndex(stateMachine, startStateIndex = stateIndex));
                genericMenu.AddItem(new GUIContent("Delete State"), false, () => DeleteState(stateIndex));
            }
            else
            {
                Vector2Int transition = GetTransition(mousePosition);

                if (transition != new Vector2Int(-1, -1))
                {
                    genericMenu.AddItem(new GUIContent("Delete Transition"), false, () => DeleteTransition(transition.x, transition.y));
                }
                else
                {
                    genericMenu.AddItem(new GUIContent("New State"), false, () => CreateState(mousePosition));
                    genericMenu.AddItem(new GUIContent("Reset Panning"), false, ResetPanning);
                }
            }

            genericMenu.ShowAsContext();
        }