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