You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
329 lines
10 KiB
329 lines
10 KiB
1 year ago
|
// This code is part of the Fungus library (https://github.com/snozbot/fungus)
|
||
|
// 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
|
||
|
{
|
||
|
[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,
|
||
|
}
|
||
|
|
||
|
/// <summary>
|
||
|
/// Executes an LuaScript component in the same gameobject when a condition occurs.
|
||
|
/// </summary>
|
||
|
public class ExecuteHandler : MonoBehaviour, IExecuteHandlerConfigurator
|
||
|
{
|
||
|
[Tooltip("Execute after a period of time.")]
|
||
|
[SerializeField] protected float executeAfterTime = 1f;
|
||
|
|
||
|
[Tooltip("Repeat execution after a period of time.")]
|
||
|
[SerializeField] protected bool repeatExecuteTime = true;
|
||
|
|
||
|
[Tooltip("Repeat forever.")]
|
||
|
[SerializeField] protected float repeatEveryTime = 1f;
|
||
|
|
||
|
[Tooltip("Execute after a number of frames have elapsed.")]
|
||
|
[SerializeField] protected int executeAfterFrames = 1;
|
||
|
|
||
|
[Tooltip("Repeat execution after a number of frames have elapsed.")]
|
||
|
[SerializeField] protected bool repeatExecuteFrame = true;
|
||
|
|
||
|
[Tooltip("Execute on every frame.")]
|
||
|
[SerializeField] protected int repeatEveryFrame = 1;
|
||
|
|
||
|
[Tooltip("The bitmask for the currently selected execution methods.")]
|
||
|
[SerializeField] protected ExecuteMethod executeMethods = ExecuteMethod.Start;
|
||
|
|
||
|
[Tooltip("Name of the method on a component in this gameobject to call when executing.")]
|
||
|
[SerializeField] protected string executeMethodName = "OnExecute";
|
||
|
|
||
|
protected int m_ExecuteOnFrame;
|
||
|
|
||
|
// Recursively build the full hierarchy path to this game object
|
||
|
protected static string GetPath(Transform current)
|
||
|
{
|
||
|
if (current.parent == null)
|
||
|
{
|
||
|
return current.name;
|
||
|
}
|
||
|
return GetPath(current.parent) + "." + current.name;
|
||
|
}
|
||
|
|
||
|
protected void Start()
|
||
|
{
|
||
|
Execute(ExecuteMethod.Start);
|
||
|
|
||
|
if (IsExecuteMethodSelected(ExecuteMethod.AfterPeriodOfTime))
|
||
|
{
|
||
|
StartCoroutine(ExecutePeriodically());
|
||
|
}
|
||
|
if (IsExecuteMethodSelected(ExecuteMethod.Update))
|
||
|
{
|
||
|
m_ExecuteOnFrame = Time.frameCount + executeAfterFrames;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected IEnumerator ExecutePeriodically()
|
||
|
{
|
||
|
yield return new WaitForSeconds(executeAfterTime);
|
||
|
Execute(ExecuteMethod.AfterPeriodOfTime);
|
||
|
while (repeatExecuteTime)
|
||
|
{
|
||
|
yield return new WaitForSeconds(repeatEveryTime);
|
||
|
Execute(ExecuteMethod.AfterPeriodOfTime);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected bool ShouldExecuteOnFrame()
|
||
|
{
|
||
|
if (Time.frameCount > m_ExecuteOnFrame)
|
||
|
{
|
||
|
if (repeatExecuteFrame)
|
||
|
m_ExecuteOnFrame += repeatEveryFrame;
|
||
|
else
|
||
|
m_ExecuteOnFrame = Int32.MaxValue;
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
protected void OnDisable()
|
||
|
{
|
||
|
Execute(ExecuteMethod.OnDisable);
|
||
|
}
|
||
|
|
||
|
protected void OnEnable()
|
||
|
{
|
||
|
Execute(ExecuteMethod.OnEnable);
|
||
|
}
|
||
|
|
||
|
protected void OnDestroy()
|
||
|
{
|
||
|
Execute(ExecuteMethod.OnDestroy);
|
||
|
}
|
||
|
|
||
|
protected void Update()
|
||
|
{
|
||
|
if (IsExecuteMethodSelected(ExecuteMethod.Update) && ShouldExecuteOnFrame())
|
||
|
{
|
||
|
Execute(ExecuteMethod.Update);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
protected void FixedUpdate()
|
||
|
{
|
||
|
Execute(ExecuteMethod.FixedUpdate);
|
||
|
}
|
||
|
|
||
|
protected void LateUpdate()
|
||
|
{
|
||
|
Execute(ExecuteMethod.LateUpdate);
|
||
|
}
|
||
|
|
||
|
protected void OnControllerColliderHit()
|
||
|
{
|
||
|
Execute(ExecuteMethod.OnControllerColliderHit);
|
||
|
}
|
||
|
|
||
|
protected void OnParticleCollision()
|
||
|
{
|
||
|
Execute(ExecuteMethod.OnParticleCollision);
|
||
|
}
|
||
|
|
||
|
protected void OnJointBreak()
|
||
|
{
|
||
|
Execute(ExecuteMethod.OnJointBreak);
|
||
|
}
|
||
|
|
||
|
protected void OnBecameInvisible()
|
||
|
{
|
||
|
Execute(ExecuteMethod.OnBecameInvisible);
|
||
|
}
|
||
|
|
||
|
protected void OnBecameVisible()
|
||
|
{
|
||
|
Execute(ExecuteMethod.OnBecameVisible);
|
||
|
}
|
||
|
|
||
|
protected void OnTriggerEnter()
|
||
|
{
|
||
|
Execute(ExecuteMethod.OnTriggerEnter);
|
||
|
}
|
||
|
|
||
|
protected void OnTriggerExit()
|
||
|
{
|
||
|
Execute(ExecuteMethod.OnTriggerExit);
|
||
|
}
|
||
|
|
||
|
protected void OnTriggerStay()
|
||
|
{
|
||
|
Execute(ExecuteMethod.OnTriggerStay);
|
||
|
}
|
||
|
|
||
|
protected void OnCollisionEnter()
|
||
|
{
|
||
|
Execute(ExecuteMethod.OnCollisionEnter);
|
||
|
}
|
||
|
|
||
|
protected void OnCollisionExit()
|
||
|
{
|
||
|
Execute(ExecuteMethod.OnCollisionExit);
|
||
|
}
|
||
|
|
||
|
protected void OnCollisionStay()
|
||
|
{
|
||
|
Execute(ExecuteMethod.OnCollisionStay);
|
||
|
}
|
||
|
|
||
|
protected void OnTriggerEnter2D()
|
||
|
{
|
||
|
Execute(ExecuteMethod.OnTriggerEnter2D);
|
||
|
}
|
||
|
|
||
|
protected void OnTriggerExit2D()
|
||
|
{
|
||
|
Execute(ExecuteMethod.OnTriggerExit2D);
|
||
|
}
|
||
|
|
||
|
protected void OnTriggerStay2D()
|
||
|
{
|
||
|
Execute(ExecuteMethod.OnTriggerStay2D);
|
||
|
}
|
||
|
|
||
|
protected void OnCollisionEnter2D()
|
||
|
{
|
||
|
Execute(ExecuteMethod.OnCollisionEnter2D);
|
||
|
}
|
||
|
|
||
|
protected void OnCollisionExit2D()
|
||
|
{
|
||
|
Execute(ExecuteMethod.OnCollisionExit2D);
|
||
|
}
|
||
|
|
||
|
protected void OnCollisionStay2D()
|
||
|
{
|
||
|
Execute(ExecuteMethod.OnCollisionStay2D);
|
||
|
}
|
||
|
|
||
|
protected void Execute(ExecuteMethod executeMethod)
|
||
|
{
|
||
|
if (IsExecuteMethodSelected(executeMethod))
|
||
|
{
|
||
|
Execute();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#region Public members
|
||
|
|
||
|
/// <summary>
|
||
|
/// Execute after a period of time.
|
||
|
/// </summary>
|
||
|
public virtual float ExecuteAfterTime { get { return executeAfterTime; } set { executeAfterTime = value; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// Repeat execution after a period of time.
|
||
|
/// </summary>
|
||
|
public virtual bool RepeatExecuteTime { get { return repeatExecuteTime; } set { repeatExecuteTime = value; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// Repeat forever.
|
||
|
/// </summary>
|
||
|
public virtual float RepeatEveryTime { get { return repeatEveryTime; } set { repeatEveryTime = value; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// Execute after a number of frames have elapsed.
|
||
|
/// </summary>
|
||
|
public virtual int ExecuteAfterFrames { get { return executeAfterFrames; } set { executeAfterFrames = value; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// Repeat execution after a number of frames have elapsed.
|
||
|
/// </summary>
|
||
|
public virtual bool RepeatExecuteFrame { get { return repeatExecuteFrame; } set { repeatExecuteFrame = value; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// Execute on every frame.
|
||
|
/// </summary>
|
||
|
public virtual int RepeatEveryFrame { get { return repeatEveryFrame; } set { repeatEveryFrame = value; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// The bitmask for the currently selected execution methods.
|
||
|
/// </summary>
|
||
|
public virtual ExecuteMethod ExecuteMethods { get { return executeMethods; } set { executeMethods = value; } }
|
||
|
|
||
|
/// <summary>
|
||
|
/// Returns true if the specified execute method option has been enabled.
|
||
|
/// </summary>
|
||
|
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
|
||
|
if (executeMethodName != "")
|
||
|
{
|
||
|
SendMessage(executeMethodName, SendMessageOptions.DontRequireReceiver);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
#endregion
|
||
|
|
||
|
#region AssertionComponentConfigurator implementation
|
||
|
|
||
|
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
|
||
|
}
|
||
|
}
|