Пример #1
0
 /// <summary>Initialize node for execution.</summary>
 protected override void Init()
 {
     base.Init();
     // Init connected.
     _exit = new FSMConnection(this, "_exit");
     _exit.Init();
     _isConnected = _exit.Connected;
     // Cache type checks.
     _variablePort    = GetInputPort("_variable");
     _isValidVariable =
         _variablePort.Connection != null &&
         _expectedType.IsAssignableFrom(_variablePort.Connection.node.GetType());
 }
Пример #2
0
        /// <summary>Draw transition ports.</summary>
        protected virtual void OnTransitionsGUI()
        {
            _state = target as FSMStateNode;

            // Only work the GUI for the current exits and entries.
            int exitCount  = _state.ExitsCount;
            int entryCount = _state.EntriesCount;

            // Check if we need to create new entry.
            _entry = target.GetInputPort("entry");
            if (_entry == null)
            {
                _entry = target.AddInstanceInput(typeof(FSMConnection), Node.ConnectionType.Override, "entry");
            }

            // If entry connection is not empty create new entry.
            if (_entry.Connection != null)
            {
                _state.AddEntryConnection(_entry.Connection);
                _entry.Disconnect(_entry.Connection);
            }

            // Check if we need to create new exit.
            _exit = target.GetOutputPort("exit");
            if (_exit == null)
            {
                _exit = target.AddInstanceOutput(typeof(FSMConnection), Node.ConnectionType.Override, "exit");
            }

            // If exit connection is not empty create new exit.
            if (_exit.Connection != null)
            {
                _state.AddExitConnection(_exit.Connection);
                _exit.Disconnect(_exit.Connection);
            }

            GUILayout.BeginHorizontal();
            NodeEditorGUILayout.PortField(_entry, GUILayout.Width(50));
            EditorGUILayout.Space();
            NodeEditorGUILayout.PortField(_exit, GUILayout.Width(50));
            GUILayout.EndHorizontal();

            EditorGUILayout.Space();
            for (int i = 0; i < entryCount; i++)
            {
                FSMConnection connection = _state.GetEntryConnection(i);
                NodePort      port       = target.GetInputPort(connection.PortName);
                NodePort      connected  = port.Connection;

                if (connected == null)
                {
                    _state.RemoveEntryConnection(i);
                    i--;
                    entryCount--;
                }
                else
                {
                    GUILayout.BeginHorizontal();
                    NodeEditorGUILayout.PortField(new GUIContent(), port, GUILayout.Width(-4));
                    EditorGUILayout.LabelField(string.Format("> {0}", connected.node.name));
                    GUILayout.EndHorizontal();
                }
            }

            EditorGUILayout.Space();

            for (int i = 0; i < exitCount; i++)
            {
                FSMConnection connection = _state.GetExitConnection(i);
                NodePort      port       = target.GetOutputPort(connection.PortName);
                NodePort      connected  = port.Connection;

                if (connected == null)
                {
                    _state.RemoveExitConnection(i);
                    i--;
                    exitCount--;
                }
                else
                {
                    GUILayout.BeginHorizontal();
                    EditorGUILayout.Space();
                    NodeEditorGUILayout.PortField(new GUIContent(), port, GUILayout.Width(50));
                    GUILayout.EndHorizontal();
                }
            }
        }