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// This code is part of the Fungus library (https://github.com/snozbot/fungus)
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// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
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using UnityEngine;
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using UnityEngine.Serialization;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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namespace Fungus
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{
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/// <summary>
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/// Execution state of a Block.
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/// </summary>
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public enum ExecutionState
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{
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/// <summary> No command executing </summary>
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Idle,
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/// <summary> Executing a command </summary>
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Executing,
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}
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/// <summary>
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/// A container for a sequence of Fungus comands.
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/// </summary>
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[ExecuteInEditMode]
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[RequireComponent(typeof(Flowchart))]
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[AddComponentMenu("")]
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public class Block : Node
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{
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[SerializeField] protected int itemId = -1; // Invalid flowchart item id
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[FormerlySerializedAs("sequenceName")]
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[Tooltip("The name of the block node as displayed in the Flowchart window")]
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[SerializeField] protected string blockName = "New Block";
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[TextArea(2, 5)]
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[Tooltip("Description text to display under the block node")]
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[SerializeField] protected string description = "";
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[Tooltip("An optional Event Handler which can execute the block when an event occurs")]
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[SerializeField] protected EventHandler eventHandler;
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[SerializeField] protected List<Command> commandList = new List<Command>();
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protected ExecutionState executionState;
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protected Command activeCommand;
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protected Action lastOnCompleteAction;
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/// <summary>
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// Index of last command executed before the current one.
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// -1 indicates no previous command.
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/// </summary>
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protected int previousActiveCommandIndex = -1;
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Collection (#787)
Add concept of Collection to Fungus.
Add Collection Demo, Physics Cast Demo.
They are their own type, that are addressed in a generic way. Internally using object boxing and type comparisons.
A number of refactorings and additions along with this to make it work more seamlessly.
Variable operators defined by Variable itself
Conditional and Looping commands refactored, to avoid more duplication in the new looping commands, such as ForEach
AnyVariableData removes duplication from SetVariable and Condition logic, provides a clearer method of adding additional variable types that result in immediate support in those commands
PlayMode Tests and Utils added
Additional Variable Types, such as Quaternion, Matrix4x4
Physics casts Commands that use collections
* Initial Fungus Collection work with support for int and IntegerVariable
* While and Condition related changes to allow for new command Loop Range
* Collection Get changes and ForEach rough
* Added Collection Commands
Reordered Elif logic in Condition
* More collection types and commands
* Variable reorg to allow for new types to be added more simply and centrally
* Added more Fungus Vars for Common Unity types
VariableList Adapter can delegate to the variable itself for custom drawing
Variable IsArthithemticSupported queries for each op rather than all, more fine grain support for types like color and quaterion
Event handlers, such as physics related, now have optional fungus variable to store the data they are given by unity in fungus variable for use in the block
VariableInfo consolidates more info into the typeActionLookup table, updates to support new fungus var types
* Many basic collection operations added
Common Collection types
Physics Overlap command
* Custom variable drawing moved to VariableInfo.cs rather than child variable itself
Added Physics cast and overlap commands
* Move all Editor scripts into Editor AsmDef folder
* LoopRange also registers as command name For
* Condition base class commenting improved and refactored repeated looping style child class elements into base
* More descriptive CollectionBase Command class names
* Fungus Collection interface and comments refined
* Rename ICollection to IFungusCollection
Cleanup formatting
* Collection example scene
* Added Collection Tests
* Format collection and test files
Added CopyFrom to IFungusCollection
* Added FungusCollection initial summaries
* Added CollectionRandom commands
-added simple use to CollectionLoop demo scene
* Added Unique to FungusCollection
-Updated tests to include unique
Added Collection Physics demo, shows use of returned array of all cast intersecting GameObjects
* CollectionPhysics tracks mousepos with visual
Added Fungus Command to get mouse position
* Variable custom draw moved to its own editor class, no longer part of typeinfo
Variable generation run
* Add playmode test for variable type sets
Add playmode test for flow control
* Update doco and formatting for Collection classes
Refactor parts of Conditional classes and AnyVariable
Move Property commands into Category 'Property'
* Update Collection comments, formatting and Update internal to public
* Add License header to added variable types
5 years ago
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public int PreviousActiveCommandIndex { get { return previousActiveCommandIndex; } }
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protected int jumpToCommandIndex = -1;
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protected int executionCount;
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protected bool executionInfoSet = false;
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/// <summary>
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/// If set, flowchart will not auto select when it is next executed, used by eventhandlers.
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/// Only effects the editor.
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/// </summary>
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public bool SuppressNextAutoSelection { get; set; }
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[SerializeField] bool suppressAllAutoSelections = false;
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protected virtual void Awake()
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{
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SetExecutionInfo();
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}
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/// <summary>
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/// Populate the command metadata used to control execution.
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/// </summary>
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protected virtual void SetExecutionInfo()
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{
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// Give each child command a reference back to its parent block
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// and tell each command its index in the list.
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int index = 0;
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for (int i = 0; i < commandList.Count; i++)
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{
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var command = commandList[i];
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if (command == null)
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{
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continue;
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}
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command.ParentBlock = this;
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command.CommandIndex = index++;
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}
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// Ensure all commands are at their correct indent level
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// This should have already happened in the editor, but may be necessary
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// if commands are added to the Block at runtime.
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UpdateIndentLevels();
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executionInfoSet = true;
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}
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#if UNITY_EDITOR
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// The user can modify the command list order while playing in the editor,
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// so we keep the command indices updated every frame. There's no need to
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// do this in player builds so we compile this bit out for those builds.
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protected virtual void Update()
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{
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int index = 0;
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for (int i = 0; i < commandList.Count; i++)
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{
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var command = commandList[i];
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if (command == null)// Null entry will be deleted automatically later
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{
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continue;
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}
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command.CommandIndex = index++;
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}
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}
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#endif
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//editor only state for speeding up flowchart window drawing
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public bool IsSelected { get; set; } //local cache of selectedness
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public bool IsFiltered { get; set; } //local cache of filteredness
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public bool IsControlSelected { get; set; } //local cache of being part of the control exclusion group
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#region Public members
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/// <summary>
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/// The execution state of the Block.
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/// </summary>
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public virtual ExecutionState State { get { return executionState; } }
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/// <summary>
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/// Unique identifier for the Block.
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/// </summary>
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public virtual int ItemId { get { return itemId; } set { itemId = value; } }
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/// <summary>
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/// The name of the block node as displayed in the Flowchart window.
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/// </summary>
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public virtual string BlockName { get { return blockName; } set { blockName = value; } }
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/// <summary>
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/// Description text to display under the block node
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/// </summary>
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public virtual string Description { get { return description; } }
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/// <summary>
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/// An optional Event Handler which can execute the block when an event occurs.
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/// Note: Using the concrete class instead of the interface here because of weird editor behaviour.
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/// </summary>
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public virtual EventHandler _EventHandler { get { return eventHandler; } set { eventHandler = value; } }
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/// <summary>
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/// The currently executing command.
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/// </summary>
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public virtual Command ActiveCommand { get { return activeCommand; } }
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/// <summary>
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/// Timer for fading Block execution icon.
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/// </summary>
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public virtual float ExecutingIconTimer { get; set; }
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/// <summary>
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/// The list of commands in the sequence.
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/// </summary>
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public virtual List<Command> CommandList { get { return commandList; } }
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/// <summary>
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/// Controls the next command to execute in the block execution coroutine.
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/// </summary>
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public virtual int JumpToCommandIndex { set { jumpToCommandIndex = value; } }
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/// <summary>
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/// Returns the parent Flowchart for this Block.
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/// </summary>
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public virtual Flowchart GetFlowchart()
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{
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return GetComponent<Flowchart>();
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}
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/// <summary>
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/// Returns true if the Block is executing a command.
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/// </summary>
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public virtual bool IsExecuting()
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{
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return (executionState == ExecutionState.Executing);
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}
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/// <summary>
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/// Returns the number of times this Block has executed.
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/// </summary>
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public virtual int GetExecutionCount()
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{
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return executionCount;
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}
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/// <summary>
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/// Start a coroutine which executes all commands in the Block. Only one running instance of each Block is permitted.
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/// </summary>
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public virtual void StartExecution()
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{
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StartCoroutine(Execute());
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}
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/// <summary>
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/// A coroutine method that executes all commands in the Block. Only one running instance of each Block is permitted.
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/// </summary>
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/// <param name="commandIndex">Index of command to start execution at</param>
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/// <param name="onComplete">Delegate function to call when execution completes</param>
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public virtual IEnumerator Execute(int commandIndex = 0, Action onComplete = null)
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{
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if (executionState != ExecutionState.Idle)
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{
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Debug.LogWarning(BlockName + " cannot be executed, it is already running.");
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yield break;
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}
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lastOnCompleteAction = onComplete;
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if (!executionInfoSet)
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{
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SetExecutionInfo();
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}
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executionCount++;
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var executionCountAtStart = executionCount;
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var flowchart = GetFlowchart();
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executionState = ExecutionState.Executing;
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BlockSignals.DoBlockStart(this);
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bool suppressSelectionChanges = false;
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#if UNITY_EDITOR
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// Select the executing block & the first command
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if (suppressAllAutoSelections || SuppressNextAutoSelection)
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{
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SuppressNextAutoSelection = false;
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suppressSelectionChanges = true;
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}
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else
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{
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flowchart.SelectedBlock = this;
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if (commandList.Count > 0)
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{
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flowchart.ClearSelectedCommands();
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flowchart.AddSelectedCommand(commandList[0]);
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}
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}
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#endif
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jumpToCommandIndex = commandIndex;
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int i = 0;
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while (true)
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{
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// Executing commands specify the next command to skip to by setting jumpToCommandIndex using Command.Continue()
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if (jumpToCommandIndex > -1)
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{
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i = jumpToCommandIndex;
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jumpToCommandIndex = -1;
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}
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// Skip disabled commands, comments and labels
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while (i < commandList.Count &&
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(!commandList[i].enabled ||
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commandList[i].GetType() == typeof(Comment) ||
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commandList[i].GetType() == typeof(Label)))
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{
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i = commandList[i].CommandIndex + 1;
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}
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if (i >= commandList.Count)
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{
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break;
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}
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// The previous active command is needed for if / else / else if commands
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if (activeCommand == null)
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{
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previousActiveCommandIndex = -1;
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}
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else
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{
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previousActiveCommandIndex = activeCommand.CommandIndex;
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}
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var command = commandList[i];
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activeCommand = command;
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if (flowchart.IsActive() && !suppressSelectionChanges)
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{
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// Auto select a command in some situations
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if ((flowchart.SelectedCommands.Count == 0 && i == 0) ||
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(flowchart.SelectedCommands.Count == 1 && flowchart.SelectedCommands[0].CommandIndex == previousActiveCommandIndex))
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{
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flowchart.ClearSelectedCommands();
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flowchart.AddSelectedCommand(commandList[i]);
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}
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}
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command.IsExecuting = true;
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// This icon timer is managed by the FlowchartWindow class, but we also need to
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// set it here in case a command starts and finishes execution before the next window update.
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command.ExecutingIconTimer = Time.realtimeSinceStartup + FungusConstants.ExecutingIconFadeTime;
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BlockSignals.DoCommandExecute(this, command, i, commandList.Count);
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command.Execute();
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// Wait until the executing command sets another command to jump to via Command.Continue()
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while (jumpToCommandIndex == -1)
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{
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yield return null;
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}
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#if UNITY_EDITOR
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if (flowchart.StepPause > 0f)
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{
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yield return new WaitForSeconds(flowchart.StepPause);
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}
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#endif
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command.IsExecuting = false;
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}
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if(State == ExecutionState.Executing &&
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//ensure we aren't dangling from a previous stopage and stopping a future run
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executionCountAtStart == executionCount)
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{
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ReturnToIdle();
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}
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}
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private void ReturnToIdle()
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{
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executionState = ExecutionState.Idle;
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activeCommand = null;
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BlockSignals.DoBlockEnd(this);
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if (lastOnCompleteAction != null)
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{
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lastOnCompleteAction();
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}
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lastOnCompleteAction = null;
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}
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/// <summary>
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/// Stop executing commands in this Block.
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/// </summary>
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public virtual void Stop()
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{
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// Tell the executing command to stop immediately
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if (activeCommand != null)
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{
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activeCommand.IsExecuting = false;
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activeCommand.OnStopExecuting();
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}
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// This will cause the execution loop to break on the next iteration
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jumpToCommandIndex = int.MaxValue;
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//force idle here so other commands that rely on block not executing are informed this frame rather than next
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ReturnToIdle();
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}
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/// <summary>
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/// Returns a list of all Blocks connected to this one.
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/// </summary>
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public virtual List<Block> GetConnectedBlocks()
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{
|
|
|
|
var connectedBlocks = new List<Block>();
|
|
|
|
GetConnectedBlocks(ref connectedBlocks);
|
|
|
|
return connectedBlocks;
|
|
|
|
}
|
|
|
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|
public virtual void GetConnectedBlocks(ref List<Block> connectedBlocks)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < commandList.Count; i++)
|
|
|
|
{
|
|
|
|
var command = commandList[i];
|
|
|
|
if (command != null)
|
|
|
|
{
|
|
|
|
command.GetConnectedBlocks(ref connectedBlocks);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
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|
/// <summary>
|
|
|
|
/// Returns the type of the previously executing command.
|
|
|
|
/// </summary>
|
|
|
|
/// <returns>The previous active command type.</returns>
|
|
|
|
public virtual System.Type GetPreviousActiveCommandType()
|
|
|
|
{
|
|
|
|
if (previousActiveCommandIndex >= 0 &&
|
|
|
|
previousActiveCommandIndex < commandList.Count)
|
|
|
|
{
|
|
|
|
return commandList[previousActiveCommandIndex].GetType();
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
|
|
|
|
public virtual int GetPreviousActiveCommandIndent()
|
|
|
|
{
|
|
|
|
if (previousActiveCommandIndex >= 0 &&
|
|
|
|
previousActiveCommandIndex < commandList.Count)
|
|
|
|
{
|
|
|
|
return commandList[previousActiveCommandIndex].IndentLevel;
|
|
|
|
}
|
|
|
|
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
Collection (#787)
Add concept of Collection to Fungus.
Add Collection Demo, Physics Cast Demo.
They are their own type, that are addressed in a generic way. Internally using object boxing and type comparisons.
A number of refactorings and additions along with this to make it work more seamlessly.
Variable operators defined by Variable itself
Conditional and Looping commands refactored, to avoid more duplication in the new looping commands, such as ForEach
AnyVariableData removes duplication from SetVariable and Condition logic, provides a clearer method of adding additional variable types that result in immediate support in those commands
PlayMode Tests and Utils added
Additional Variable Types, such as Quaternion, Matrix4x4
Physics casts Commands that use collections
* Initial Fungus Collection work with support for int and IntegerVariable
* While and Condition related changes to allow for new command Loop Range
* Collection Get changes and ForEach rough
* Added Collection Commands
Reordered Elif logic in Condition
* More collection types and commands
* Variable reorg to allow for new types to be added more simply and centrally
* Added more Fungus Vars for Common Unity types
VariableList Adapter can delegate to the variable itself for custom drawing
Variable IsArthithemticSupported queries for each op rather than all, more fine grain support for types like color and quaterion
Event handlers, such as physics related, now have optional fungus variable to store the data they are given by unity in fungus variable for use in the block
VariableInfo consolidates more info into the typeActionLookup table, updates to support new fungus var types
* Many basic collection operations added
Common Collection types
Physics Overlap command
* Custom variable drawing moved to VariableInfo.cs rather than child variable itself
Added Physics cast and overlap commands
* Move all Editor scripts into Editor AsmDef folder
* LoopRange also registers as command name For
* Condition base class commenting improved and refactored repeated looping style child class elements into base
* More descriptive CollectionBase Command class names
* Fungus Collection interface and comments refined
* Rename ICollection to IFungusCollection
Cleanup formatting
* Collection example scene
* Added Collection Tests
* Format collection and test files
Added CopyFrom to IFungusCollection
* Added FungusCollection initial summaries
* Added CollectionRandom commands
-added simple use to CollectionLoop demo scene
* Added Unique to FungusCollection
-Updated tests to include unique
Added Collection Physics demo, shows use of returned array of all cast intersecting GameObjects
* CollectionPhysics tracks mousepos with visual
Added Fungus Command to get mouse position
* Variable custom draw moved to its own editor class, no longer part of typeinfo
Variable generation run
* Add playmode test for variable type sets
Add playmode test for flow control
* Update doco and formatting for Collection classes
Refactor parts of Conditional classes and AnyVariable
Move Property commands into Category 'Property'
* Update Collection comments, formatting and Update internal to public
* Add License header to added variable types
5 years ago
|
|
|
public virtual Command GetPreviousActiveCommand()
|
|
|
|
{
|
|
|
|
if (previousActiveCommandIndex >= 0 &&
|
|
|
|
previousActiveCommandIndex < commandList.Count)
|
|
|
|
{
|
|
|
|
return commandList[previousActiveCommandIndex];
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Recalculate the indent levels for all commands in the list.
|
|
|
|
/// </summary>
|
|
|
|
public virtual void UpdateIndentLevels()
|
|
|
|
{
|
|
|
|
int indentLevel = 0;
|
|
|
|
for (int i = 0; i < commandList.Count; i++)
|
|
|
|
{
|
|
|
|
var command = commandList[i];
|
|
|
|
if (command == null)
|
|
|
|
{
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if (command.CloseBlock())
|
|
|
|
{
|
|
|
|
indentLevel--;
|
|
|
|
}
|
|
|
|
// Negative indent level is not permitted
|
|
|
|
indentLevel = Math.Max(indentLevel, 0);
|
|
|
|
command.IndentLevel = indentLevel;
|
|
|
|
if (command.OpenBlock())
|
|
|
|
{
|
|
|
|
indentLevel++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
/// Returns the index of the Label command with matching key, or -1 if not found.
|
|
|
|
/// </summary>
|
|
|
|
public virtual int GetLabelIndex(string labelKey)
|
|
|
|
{
|
|
|
|
if (labelKey.Length == 0)
|
|
|
|
{
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (int i = 0; i < commandList.Count; i++)
|
|
|
|
{
|
|
|
|
var command = commandList[i];
|
|
|
|
var labelCommand = command as Label;
|
|
|
|
if (labelCommand != null && String.Compare(labelCommand.Key, labelKey, true) == 0)
|
|
|
|
{
|
|
|
|
return i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
#endregion
|
|
|
|
}
|
|
|
|
}
|