internal MovementStyleStateMachine(MovementMotor owner)
 {
     _owner                        = owner;
     _stateSupplier                = new ComponentStateSupplier <IMovementStyle>(_owner.gameObject);
     _changeStyleDelayed           = null;
     _changeStyleDelayedPrecedence = float.NegativeInfinity;
     _stackStyleDelayed.Clear();
     _styleStack = new Deque <IMovementStyle>();
 }
Exemplo n.º 2
0
        protected override void OnSPInspectorGUI()
        {
            this.serializedObject.Update();

            var targ = this.target as AIController;

            if (targ == null)
            {
                return;
            }

            this.DrawPropertyField(EditorHelper.PROP_SCRIPT);

            var sourceProp = this.serializedObject.FindProperty(PROP_STATESOURCE);

            SPEditorGUILayout.PropertyField(sourceProp);

            var cache     = SPGUI.DisableIfPlaying();
            var stateProp = this.serializedObject.FindProperty(PROP_DEFAULTSTATE);

            switch (sourceProp.GetEnumValue <AIStateMachineSourceMode>())
            {
            case AIStateMachineSourceMode.SelfSourced:
            {
                var states = ComponentStateSupplier <IAIState> .GetComponentsOnTarg(targ.gameObject).Cast <Component>().ToArray();

                stateProp.objectReferenceValue = SPEditorGUILayout.SelectComponentField(stateProp.displayName, states, stateProp.objectReferenceValue as Component);
            }
            break;

            case AIStateMachineSourceMode.ChildSourced:
            {
                var states = ParentComponentStateSupplier <IAIState> .GetComponentsOnTarg(targ.gameObject, false);

                var names = (from s in states select EditorHelper.TempContent(GameObjectUtil.GetGameObjectFromSource(s).name + " (" + s.GetType().Name + ")")).ToArray();
                int i     = states.IndexOf(stateProp.objectReferenceValue);
                i = EditorGUILayout.Popup(EditorHelper.TempContent(stateProp.displayName), i, names);
                stateProp.objectReferenceValue = (i >= 0) ? states[i] as UnityEngine.Object : null;
            }
            break;

            default:
            {
                var states = ArrayUtil.Empty <Component>();
                stateProp.objectReferenceValue = SPEditorGUILayout.SelectComponentField(stateProp.displayName, states, stateProp.objectReferenceValue as Component);
            }
            break;
            }

            cache.Reset();


            this.DrawDefaultInspectorExcept(EditorHelper.PROP_SCRIPT, PROP_STATESOURCE, PROP_DEFAULTSTATE);

            this.serializedObject.ApplyModifiedProperties();


            if (Application.isPlaying)
            {
                if (targ.States != null && targ.States.Current != null)
                {
                    var c   = targ.States.Current;
                    var msg = string.Format("Currently active state is {0} ({1}).", c.DisplayName, c.GetType().Name);
                    EditorGUILayout.HelpBox(msg, MessageType.Info);
                }
                else
                {
                    EditorGUILayout.HelpBox("Currently active state is null.", MessageType.Info);
                }
            }
        }