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DTStateMachineBehaviour.cs
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using System;
using System.Collections;
using UnityEngine;
namespace DTAnimatorStateMachine {
public class DTStateMachineBehaviour<TStateMachine> : StateMachineBehaviour, IStateBehaviour<TStateMachine> {
// PRAGMA MARK - IStateBehaviour<TStateMachine> Implementation
void IStateBehaviour<TStateMachine>.InitializeWithContext(Animator animator, TStateMachine stateMachine) {
stateMachine_ = stateMachine;
OnInitialized();
}
void IStateBehaviour<TStateMachine>.Enable() {
enabled_ = true;
}
void IStateBehaviour<TStateMachine>.Disable() {
DisableAndExit();
}
// PRAGMA MARK - StateMachineBehaviour Lifecycle
public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
if (active_ || !enabled_) {
return;
}
OnStateEntered();
active_ = true;
}
public override void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
if (!active_ || !enabled_) {
return;
}
active_ = false;
OnStateExited();
}
public override void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
if (!enabled_) {
return;
}
OnStateUpdated();
}
// PRAGMA MARK - Internal
protected TStateMachine StateMachine_ {
get { return stateMachine_; }
}
private TStateMachine stateMachine_;
private bool active_ = false;
private bool enabled_ = true;
private void OnDisable() {
DisableAndExit();
}
private void DisableAndExit() {
if (!enabled_) {
return;
}
if (active_) {
OnStateExited();
active_ = false;
}
enabled_ = false;
}
protected virtual void OnInitialized() {
// stub
}
protected virtual void OnStateEntered() {
// stub
}
protected virtual void OnStateExited() {
// stub
}
protected virtual void OnStateUpdated() {
// stub
}
}
}