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Refactored ExecuteHandler to use IExecuteHandler interface

master
Christopher 8 years ago
parent
commit
1118be781d
  1. 144
      Assets/Fungus/Thirdparty/FungusLua/Scripts/Components/ExecuteHandler.cs
  2. 57
      Assets/Fungus/Thirdparty/FungusLua/Scripts/Interfaces/IExecuteHandler.cs

144
Assets/Fungus/Thirdparty/FungusLua/Scripts/Components/ExecuteHandler.cs vendored

@ -18,33 +18,26 @@ namespace Fungus
public class ExecuteHandler : MonoBehaviour, IExecuteHandler, IExecuteHandlerConfigurator
{
[SerializeField] protected float executeAfterTime = 1f;
public virtual float ExecuteAfterTime { get { return executeAfterTime; } set { executeAfterTime = value; } }
[SerializeField] protected bool repeatExecuteTime = true;
public virtual bool RepeatExecuteTime { get { return repeatExecuteTime; } set { repeatExecuteTime = value; } }
[SerializeField] protected float repeatEveryTime = 1f;
public virtual float RepeatEveryTime { get { return repeatEveryTime; } set { repeatEveryTime = value; } }
[SerializeField] protected int executeAfterFrames = 1;
public virtual int ExecuteAfterFrames { get { return executeAfterFrames; } set { executeAfterFrames = value; } }
[SerializeField] protected bool repeatExecuteFrame = true;
public virtual bool RepeatExecuteFrame { get { return repeatExecuteFrame; } set { repeatExecuteFrame = value; } }
[SerializeField] protected int repeatEveryFrame = 1;
public virtual int RepeatEveryFrame { get { return repeatEveryFrame; } set { repeatEveryFrame = value; } }
[SerializeField] protected ExecuteMethod executeMethods = ExecuteMethod.Start;
public virtual ExecuteMethod ExecuteMethods { get { return executeMethods; } set { executeMethods = value; } }
[Tooltip("Name of the method on a component in this gameobject to call when executing.")]
[SerializeField] protected string executeMethodName = "OnExecute";
private int m_ExecuteOnFrame;
protected int m_ExecuteOnFrame;
// Recursively build the full hierarchy path to this game object
private static string GetPath(Transform current)
protected static string GetPath(Transform current)
{
if (current.parent == null)
{
@ -53,7 +46,7 @@ namespace Fungus
return GetPath(current.parent) + "." + current.name;
}
public void Start()
protected void Start()
{
Execute(ExecuteMethod.Start);
@ -67,7 +60,7 @@ namespace Fungus
}
}
public IEnumerator ExecutePeriodically()
protected IEnumerator ExecutePeriodically()
{
yield return new WaitForSeconds(executeAfterTime);
Execute(ExecuteMethod.AfterPeriodOfTime);
@ -78,7 +71,7 @@ namespace Fungus
}
}
public bool ShouldExecuteOnFrame()
protected bool ShouldExecuteOnFrame()
{
if (Time.frameCount > m_ExecuteOnFrame)
{
@ -91,22 +84,22 @@ namespace Fungus
return false;
}
public void OnDisable()
protected void OnDisable()
{
Execute(ExecuteMethod.OnDisable);
}
public void OnEnable()
protected void OnEnable()
{
Execute(ExecuteMethod.OnEnable);
}
public void OnDestroy()
protected void OnDestroy()
{
Execute(ExecuteMethod.OnDestroy);
}
public void Update()
protected void Update()
{
if (IsExecuteMethodSelected(ExecuteMethod.Update) && ShouldExecuteOnFrame())
{
@ -114,102 +107,102 @@ namespace Fungus
}
}
public void FixedUpdate()
protected void FixedUpdate()
{
Execute(ExecuteMethod.FixedUpdate);
}
public void LateUpdate()
protected void LateUpdate()
{
Execute(ExecuteMethod.LateUpdate);
}
public void OnControllerColliderHit()
protected void OnControllerColliderHit()
{
Execute(ExecuteMethod.OnControllerColliderHit);
}
public void OnParticleCollision()
protected void OnParticleCollision()
{
Execute(ExecuteMethod.OnParticleCollision);
}
public void OnJointBreak()
protected void OnJointBreak()
{
Execute(ExecuteMethod.OnJointBreak);
}
public void OnBecameInvisible()
protected void OnBecameInvisible()
{
Execute(ExecuteMethod.OnBecameInvisible);
}
public void OnBecameVisible()
protected void OnBecameVisible()
{
Execute(ExecuteMethod.OnBecameVisible);
}
public void OnTriggerEnter()
protected void OnTriggerEnter()
{
Execute(ExecuteMethod.OnTriggerEnter);
}
public void OnTriggerExit()
protected void OnTriggerExit()
{
Execute(ExecuteMethod.OnTriggerExit);
}
public void OnTriggerStay()
protected void OnTriggerStay()
{
Execute(ExecuteMethod.OnTriggerStay);
}
public void OnCollisionEnter()
protected void OnCollisionEnter()
{
Execute(ExecuteMethod.OnCollisionEnter);
}
public void OnCollisionExit()
protected void OnCollisionExit()
{
Execute(ExecuteMethod.OnCollisionExit);
}
public void OnCollisionStay()
protected void OnCollisionStay()
{
Execute(ExecuteMethod.OnCollisionStay);
}
public void OnTriggerEnter2D()
protected void OnTriggerEnter2D()
{
Execute(ExecuteMethod.OnTriggerEnter2D);
}
public void OnTriggerExit2D()
protected void OnTriggerExit2D()
{
Execute(ExecuteMethod.OnTriggerExit2D);
}
public void OnTriggerStay2D()
protected void OnTriggerStay2D()
{
Execute(ExecuteMethod.OnTriggerStay2D);
}
public void OnCollisionEnter2D()
protected void OnCollisionEnter2D()
{
Execute(ExecuteMethod.OnCollisionEnter2D);
}
public void OnCollisionExit2D()
protected void OnCollisionExit2D()
{
Execute(ExecuteMethod.OnCollisionExit2D);
}
public void OnCollisionStay2D()
protected void OnCollisionStay2D()
{
Execute(ExecuteMethod.OnCollisionStay2D);
}
private void Execute(ExecuteMethod executeMethod)
protected void Execute(ExecuteMethod executeMethod)
{
if (IsExecuteMethodSelected(executeMethod))
{
@ -217,15 +210,45 @@ namespace Fungus
}
}
public bool IsExecuteMethodSelected(ExecuteMethod method)
#region AssertionComponentConfigurator
public int UpdateExecuteStartOnFrame { set { executeAfterFrames = value; } }
public int UpdateExecuteRepeatFrequency { set { repeatEveryFrame = value; } }
public bool UpdateExecuteRepeat { set { repeatExecuteFrame = value; } }
public float TimeExecuteStartAfter { set { executeAfterTime = value; } }
public float TimeExecuteRepeatFrequency { set { repeatEveryTime = value; } }
public bool TimeExecuteRepeat { set { repeatExecuteTime = value; } }
public ExecuteHandler Component { get { return this; } }
#endregion
#region IExecuteHandler implementation
public virtual float ExecuteAfterTime { get { return executeAfterTime; } set { executeAfterTime = value; } }
public virtual bool RepeatExecuteTime { get { return repeatExecuteTime; } set { repeatExecuteTime = value; } }
public virtual float RepeatEveryTime { get { return repeatEveryTime; } set { repeatEveryTime = value; } }
public virtual int ExecuteAfterFrames { get { return executeAfterFrames; } set { executeAfterFrames = value; } }
public virtual bool RepeatExecuteFrame { get { return repeatExecuteFrame; } set { repeatExecuteFrame = value; } }
public virtual int RepeatEveryFrame { get { return repeatEveryFrame; } set { repeatEveryFrame = value; } }
public virtual ExecuteMethod ExecuteMethods { get { return executeMethods; } set { executeMethods = value; } }
public virtual bool IsExecuteMethodSelected(ExecuteMethod method)
{
return method == (executeMethods & method);
}
/// <summary>
/// Execute the Lua script immediately.
/// This is the function to call if you want to trigger execution from an external script.
/// </summary>
public virtual void Execute()
{
// Call any OnExecute methods in components on this gameobject
@ -235,45 +258,6 @@ namespace Fungus
}
}
#region AssertionComponentConfigurator
public int UpdateExecuteStartOnFrame { set { executeAfterFrames = value; } }
public int UpdateExecuteRepeatFrequency { set { repeatEveryFrame = value; } }
public bool UpdateExecuteRepeat { set { repeatExecuteFrame = value; } }
public float TimeExecuteStartAfter { set { executeAfterTime = value; } }
public float TimeExecuteRepeatFrequency { set { repeatEveryTime = value; } }
public bool TimeExecuteRepeat { set { repeatExecuteTime = value; } }
public ExecuteHandler Component { get { return this; } }
#endregion
}
public interface IExecuteHandlerConfigurator
{
/// <summary>
/// If the assertion is evaluated in Update, after how many frame should the evaluation start. Defult is 1 (first frame)
/// </summary>
int UpdateExecuteStartOnFrame { set; }
/// <summary>
/// If the assertion is evaluated in Update and UpdateExecuteRepeat is true, how many frame should pass between evaluations
/// </summary>
int UpdateExecuteRepeatFrequency { set; }
/// <summary>
/// If the assertion is evaluated in Update, should the evaluation be repeated after UpdateExecuteRepeatFrequency frames
/// </summary>
bool UpdateExecuteRepeat { set; }
/// <summary>
/// If the assertion is evaluated after a period of time, after how many seconds the first evaluation should be done
/// </summary>
float TimeExecuteStartAfter { set; }
/// <summary>
/// If the assertion is evaluated after a period of time and TimeExecuteRepeat is true, after how many seconds should the next evaluation happen
/// </summary>
float TimeExecuteRepeatFrequency { set; }
/// <summary>
/// If the assertion is evaluated after a period, should the evaluation happen again after TimeExecuteRepeatFrequency seconds
/// </summary>
bool TimeExecuteRepeat { set; }
ExecuteHandler Component { get; }
}
}

57
Assets/Fungus/Thirdparty/FungusLua/Scripts/Interfaces/IExecuteHandler.cs vendored

@ -32,8 +32,65 @@ namespace Fungus
OnCollisionStay2D = 1 << 24,
}
/// <summary>
/// Executes an LuaScript component in the same gameobject when a condition occurs.
/// </summary>
public interface IExecuteHandler
{
float ExecuteAfterTime { get; set; }
bool RepeatExecuteTime { get; set; }
float RepeatEveryTime { get; set; }
int ExecuteAfterFrames { get; set; }
bool RepeatExecuteFrame { get; set; }
int RepeatEveryFrame { get; set; }
ExecuteMethod ExecuteMethods { get; set; }
/// <summary>
/// Returns true if the specified execute method option has been enabled.
/// </summary>
bool IsExecuteMethodSelected(ExecuteMethod method);
/// <summary>
/// Execute the Lua script immediately.
/// This is the function to call if you want to trigger execution from an external script.
/// </summary>
void Execute();
}
public interface IExecuteHandlerConfigurator
{
/// <summary>
/// If the assertion is evaluated in Update, after how many frame should the evaluation start. Defult is 1 (first frame)
/// </summary>
int UpdateExecuteStartOnFrame { set; }
/// <summary>
/// If the assertion is evaluated in Update and UpdateExecuteRepeat is true, how many frame should pass between evaluations
/// </summary>
int UpdateExecuteRepeatFrequency { set; }
/// <summary>
/// If the assertion is evaluated in Update, should the evaluation be repeated after UpdateExecuteRepeatFrequency frames
/// </summary>
bool UpdateExecuteRepeat { set; }
/// <summary>
/// If the assertion is evaluated after a period of time, after how many seconds the first evaluation should be done
/// </summary>
float TimeExecuteStartAfter { set; }
/// <summary>
/// If the assertion is evaluated after a period of time and TimeExecuteRepeat is true, after how many seconds should the next evaluation happen
/// </summary>
float TimeExecuteRepeatFrequency { set; }
/// <summary>
/// If the assertion is evaluated after a period, should the evaluation happen again after TimeExecuteRepeatFrequency seconds
/// </summary>
bool TimeExecuteRepeat { set; }
ExecuteHandler Component { get; }
}
}
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