Exemplo n.º 1
0
        public static List <SkillInfo> FindStatesUsingAction(Skill fsm, Type actionType)
        {
            List <SkillInfo> list = new List <SkillInfo>();

            SkillState[] states = fsm.get_States();
            for (int i = 0; i < states.Length; i++)
            {
                SkillState fsmState = states[i];
                if (fsmState.get_ActionsLoaded())
                {
                    int num = 0;
                    SkillStateAction[] actions = fsmState.get_Actions();
                    for (int j = 0; j < actions.Length; j++)
                    {
                        SkillStateAction fsmStateAction = actions[j];
                        if (fsmStateAction.GetType() == actionType)
                        {
                            list.Add(new SkillInfo
                            {
                                fsm         = fsm,
                                state       = fsmState,
                                action      = fsmStateAction,
                                actionIndex = num
                            });
                        }
                        num++;
                    }
                }
            }
            return(list);
        }
Exemplo n.º 2
0
 private void DoSearch()
 {
     this.UpdateVariableList();
     this.FindEventsInGlobalTransitions();
     SkillState[] states = this.fsm.get_States();
     for (int i = 0; i < states.Length; i++)
     {
         SkillState fsmState = states[i];
         fsmState.set_Fsm(this.fsm);
         this.FindEventUsage(fsmState);
         SkillStateAction[] actions = fsmState.get_Actions();
         for (int j = 0; j < actions.Length; j++)
         {
             SkillStateAction fsmStateAction = actions[j];
             SkillSearch.currentInfo = new SkillInfo
             {
                 fsm    = this.fsm,
                 state  = fsmState,
                 action = fsmStateAction
             };
             this.FindEventsSentBy(fsmStateAction);
             this.FindVariableUsage(fsmStateAction, 0);
         }
     }
     this.UpdateUnusedEvents();
     this.UpdateUnusedVariables();
 }
Exemplo n.º 3
0
        public static void MoveActionToBottom(SkillState state, SkillStateAction action)
        {
            if (state == null || action == null)
            {
                return;
            }
            List <SkillStateAction> list = new List <SkillStateAction>(state.get_Actions());
            int num = list.IndexOf(action);

            if (num == state.get_Actions().Length - 1)
            {
                return;
            }
            SkillEditor.RegisterUndo(Strings.get_Menu_Move_Action_To_Bottom());
            list.Remove(action);
            list.Add(action);
            state.set_Actions(list.ToArray());
            SkillEditor.SaveActions(action.get_State(), false);
        }
Exemplo n.º 4
0
        public static void MoveActionDown(SkillState state, SkillStateAction action)
        {
            if (state == null || action == null)
            {
                return;
            }
            List <SkillStateAction> list = new List <SkillStateAction>(state.get_Actions());
            int num = list.IndexOf(action);

            if (num == state.get_Actions().Length - 1)
            {
                return;
            }
            SkillEditor.RegisterUndo(Strings.get_Command_Move_Action_Down());
            list.Remove(action);
            list.Insert(num + 1, action);
            state.set_Actions(list.ToArray());
            SkillEditor.SaveActions(action.get_State(), false);
        }
Exemplo n.º 5
0
 public static void OpenAllActions(SkillState state, bool openState)
 {
     SkillStateAction[] actions = state.get_Actions();
     for (int i = 0; i < actions.Length; i++)
     {
         SkillStateAction fsmStateAction = actions[i];
         fsmStateAction.set_IsOpen(openState);
     }
     SkillEditor.SaveActions(state, false);
 }
Exemplo n.º 6
0
 public static void EnableAllActions(SkillState state, bool enabledState)
 {
     SkillEditor.RegisterUndo(Strings.get_Command_Enable_All_Actions());
     SkillStateAction[] actions = state.get_Actions();
     for (int i = 0; i < actions.Length; i++)
     {
         SkillStateAction fsmStateAction = actions[i];
         fsmStateAction.set_Enabled(enabledState);
     }
     SkillEditor.SaveActions(state, true);
 }
Exemplo n.º 7
0
        public static void MoveActionAfter(SkillState state, SkillStateAction action, SkillStateAction afterAction)
        {
            if (state == null || action == null || afterAction == null)
            {
                return;
            }
            List <SkillStateAction> list = new List <SkillStateAction>(state.get_Actions());

            list.Remove(action);
            int num = Mathf.Clamp(list.IndexOf(afterAction) + 1, 0, list.get_Count());

            list.Insert(num, action);
            state.set_Actions(list.ToArray());
            SkillEditor.SaveActions(action.get_State(), false);
        }
Exemplo n.º 8
0
        public static int GetActionIndex(SkillState state, SkillStateAction action)
        {
            int num = 0;

            SkillStateAction[] actions = state.get_Actions();
            for (int i = 0; i < actions.Length; i++)
            {
                SkillStateAction fsmStateAction = actions[i];
                if (fsmStateAction == action)
                {
                    return(num);
                }
                num++;
            }
            return(-1);
        }
Exemplo n.º 9
0
        public static void MoveActionToTop(SkillState state, SkillStateAction action)
        {
            if (state == null || action == null)
            {
                return;
            }
            List <SkillStateAction> list = new List <SkillStateAction>(state.get_Actions());

            if (list.IndexOf(action) == 0)
            {
                return;
            }
            SkillEditor.RegisterUndo(Strings.get_Menu_Move_Action_To_Top());
            list.Remove(action);
            list.Insert(0, action);
            state.set_Actions(list.ToArray());
            SkillEditor.SaveActions(action.get_State(), false);
        }
Exemplo n.º 10
0
        private static void DoCheckFsmForErrors(Skill fsm)
        {
            if (fsm == null || fsm.get_OwnerObject() == null)
            {
                return;
            }
            PlayMakerFSM playMakerFSM = fsm.get_Owner() as PlayMakerFSM;

            if (playMakerFSM != null && playMakerFSM.get_UsesTemplate())
            {
                return;
            }
            try
            {
                fsm.InitData();
                FsmErrorChecker.checkingFsm = fsm;
                FsmErrorChecker.ClearFsmErrors(fsm);
                SkillState[] states = fsm.get_States();
                for (int i = 0; i < states.Length; i++)
                {
                    SkillState fsmState = states[i];
                    fsmState.set_Fsm(fsm);
                    FsmErrorChecker.fsmEventTargetContextGlobal = null;
                    SkillStateAction[] actions = fsmState.get_Actions();
                    for (int j = 0; j < actions.Length; j++)
                    {
                        SkillStateAction fsmStateAction = actions[j];
                        if (fsmStateAction.get_Enabled())
                        {
                            FsmErrorChecker.CheckActionForErrors(fsmState, fsmStateAction);
                        }
                    }
                    FsmErrorChecker.CheckTransitionsForErrors(fsmState);
                }
                FsmErrorChecker.CheckActionReportForErrors();
            }
            catch (Exception ex)
            {
                Debug.LogError(ex.ToString());
                throw;
            }
            SkillEditor.RepaintAll();
        }
Exemplo n.º 11
0
        public static List <SkillInfo> FindActionsUsingEvent(SkillState state, string eventName)
        {
            List <SkillInfo> list = new List <SkillInfo>();
            int num = 0;

            SkillStateAction[] actions = state.get_Actions();
            for (int i = 0; i < actions.Length; i++)
            {
                SkillStateAction fsmStateAction = actions[i];
                SkillInfo.currentInfo = new SkillInfo
                {
                    fsm         = state.get_Fsm(),
                    state       = state,
                    action      = fsmStateAction,
                    actionIndex = num
                };
                list.AddRange(SkillInfo.FindEventUsage(fsmStateAction, eventName));
                num++;
            }
            return(list);
        }