/** * This code is part of the Fungus library (http://fungusgames.com) maintained by Chris Gregan (http://twitter.com/gofungus). * It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE) */ // Adapted from the Unity Test Tools project (MIT license) // https://bitbucket.org/Unity-Technologies/unitytesttools/src/a30d562427e9/Assets/UnityTestTools/ using System; using System.Collections; using UnityEngine; using Debug = UnityEngine.Debug; using Object = UnityEngine.Object; namespace Fungus { /// /// Executes an LuaScript component in the same gameobject when a condition occurs. /// public class ExecuteHandler : MonoBehaviour, IExecuteHandlerConfigurator { [Flags] public enum ExecuteMethod { AfterPeriodOfTime = 1 << 0, Start = 1 << 1, Update = 1 << 2, FixedUpdate = 1 << 3, LateUpdate = 1 << 4, OnDestroy = 1 << 5, OnEnable = 1 << 6, OnDisable = 1 << 7, OnControllerColliderHit = 1 << 8, OnParticleCollision = 1 << 9, OnJointBreak = 1 << 10, OnBecameInvisible = 1 << 11, OnBecameVisible = 1 << 12, OnTriggerEnter = 1 << 13, OnTriggerExit = 1 << 14, OnTriggerStay = 1 << 15, OnCollisionEnter = 1 << 16, OnCollisionExit = 1 << 17, OnCollisionStay = 1 << 18, OnTriggerEnter2D = 1 << 19, OnTriggerExit2D = 1 << 20, OnTriggerStay2D = 1 << 21, OnCollisionEnter2D = 1 << 22, OnCollisionExit2D = 1 << 23, OnCollisionStay2D = 1 << 24, } [SerializeField] protected float executeAfterTime = 1f; public float ExecuteAfterTime { get { return executeAfterTime; } set { executeAfterTime = value; } } [SerializeField] protected bool repeatExecuteTime = true; public bool RepeatExecuteTime { get { return repeatExecuteTime; } set { repeatExecuteTime = value; } } [SerializeField] protected float repeatEveryTime = 1f; public float RepeatEveryTime { get { return repeatEveryTime; } set { repeatEveryTime = value; } } [SerializeField] protected int executeAfterFrames = 1; public int ExecuteAfterFrames { get { return executeAfterFrames; } set { executeAfterFrames = value; } } [SerializeField] protected bool repeatExecuteFrame = true; public bool RepeatExecuteFrame { get { return repeatExecuteFrame; } set { repeatExecuteFrame = value; } } [SerializeField] protected int repeatEveryFrame = 1; public int RepeatEveryFrame { get { return repeatEveryFrame; } set { repeatEveryFrame = value; } } [SerializeField] protected bool hasFailed; [SerializeField] protected ExecuteMethod executeMethods = ExecuteMethod.Start; public 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; // Recursively build the full hierarchy path to this game object private static string GetPath(Transform current) { if (current.parent == null) { return current.name; } return GetPath(current.parent) + "." + current.name; } public void Start() { Execute(ExecuteMethod.Start); if (IsExecuteMethodSelected(ExecuteMethod.AfterPeriodOfTime)) { StartCoroutine(ExecutePeriodically()); } if (IsExecuteMethodSelected(ExecuteMethod.Update)) { m_ExecuteOnFrame = Time.frameCount + executeAfterFrames; } } public IEnumerator ExecutePeriodically() { yield return new WaitForSeconds(executeAfterTime); Execute(ExecuteMethod.AfterPeriodOfTime); while (repeatExecuteTime) { yield return new WaitForSeconds(repeatEveryTime); Execute(ExecuteMethod.AfterPeriodOfTime); } } public bool ShouldExecuteOnFrame() { if (Time.frameCount > m_ExecuteOnFrame) { if (repeatExecuteFrame) m_ExecuteOnFrame += repeatEveryFrame; else m_ExecuteOnFrame = Int32.MaxValue; return true; } return false; } public void OnDisable() { Execute(ExecuteMethod.OnDisable); } public void OnEnable() { Execute(ExecuteMethod.OnEnable); } public void OnDestroy() { Execute(ExecuteMethod.OnDestroy); } public void Update() { if (IsExecuteMethodSelected(ExecuteMethod.Update) && ShouldExecuteOnFrame()) { Execute(ExecuteMethod.Update); } } public void FixedUpdate() { Execute(ExecuteMethod.FixedUpdate); } public void LateUpdate() { Execute(ExecuteMethod.LateUpdate); } public void OnControllerColliderHit() { Execute(ExecuteMethod.OnControllerColliderHit); } public void OnParticleCollision() { Execute(ExecuteMethod.OnParticleCollision); } public void OnJointBreak() { Execute(ExecuteMethod.OnJointBreak); } public void OnBecameInvisible() { Execute(ExecuteMethod.OnBecameInvisible); } public void OnBecameVisible() { Execute(ExecuteMethod.OnBecameVisible); } public void OnTriggerEnter() { Execute(ExecuteMethod.OnTriggerEnter); } public void OnTriggerExit() { Execute(ExecuteMethod.OnTriggerExit); } public void OnTriggerStay() { Execute(ExecuteMethod.OnTriggerStay); } public void OnCollisionEnter() { Execute(ExecuteMethod.OnCollisionEnter); } public void OnCollisionExit() { Execute(ExecuteMethod.OnCollisionExit); } public void OnCollisionStay() { Execute(ExecuteMethod.OnCollisionStay); } public void OnTriggerEnter2D() { Execute(ExecuteMethod.OnTriggerEnter2D); } public void OnTriggerExit2D() { Execute(ExecuteMethod.OnTriggerExit2D); } public void OnTriggerStay2D() { Execute(ExecuteMethod.OnTriggerStay2D); } public void OnCollisionEnter2D() { Execute(ExecuteMethod.OnCollisionEnter2D); } public void OnCollisionExit2D() { Execute(ExecuteMethod.OnCollisionExit2D); } public void OnCollisionStay2D() { Execute(ExecuteMethod.OnCollisionStay2D); } private void Execute(ExecuteMethod executeMethod) { if (IsExecuteMethodSelected(executeMethod)) { Execute(); } } public bool IsExecuteMethodSelected(ExecuteMethod method) { return method == (executeMethods & method); } /// /// Execute the Lua script immediately. /// This is the function to call if you want to trigger execution from an external script. /// public virtual void Execute() { // Call any OnExecute methods in components on this gameobject if (executeMethodName != "") { SendMessage(executeMethodName, SendMessageOptions.DontRequireReceiver); } } #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 { /// /// If the assertion is evaluated in Update, after how many frame should the evaluation start. Defult is 1 (first frame) /// int UpdateExecuteStartOnFrame { set; } /// /// If the assertion is evaluated in Update and UpdateExecuteRepeat is true, how many frame should pass between evaluations /// int UpdateExecuteRepeatFrequency { set; } /// /// If the assertion is evaluated in Update, should the evaluation be repeated after UpdateExecuteRepeatFrequency frames /// bool UpdateExecuteRepeat { set; } /// /// If the assertion is evaluated after a period of time, after how many seconds the first evaluation should be done /// float TimeExecuteStartAfter { set; } /// /// If the assertion is evaluated after a period of time and TimeExecuteRepeat is true, after how many seconds should the next evaluation happen /// float TimeExecuteRepeatFrequency { set; } /// /// If the assertion is evaluated after a period, should the evaluation happen again after TimeExecuteRepeatFrequency seconds /// bool TimeExecuteRepeat { set; } ExecuteHandler Component { get; } } }