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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 触发条件基类
/// </summary>
public abstract class ConditionBase
{
public ConditionBase()
{
}
public abstract bool Evaluate();
}
/// <summary>
/// 总是满足
/// </summary>
public sealed class ConditionAlways : ConditionBase
{
public override bool Evaluate()
{
return true;
}
}
/// <summary>
/// 总是不满足
/// </summary>
public sealed class ConditionAlwaysNot : ConditionBase
{
public override bool Evaluate()
{
return false;
}
}
/// <summary>
/// 两个condition都达成才会返回真
/// </summary>
public sealed class ConditionAnd : ConditionBase
{
ConditionBase m_FirstCondition, m_LastCondition;
public ConditionAnd(ConditionBase first, ConditionBase last)
: base()
{
m_FirstCondition = first;
m_LastCondition = last;
}
public override bool Evaluate()
{
return m_FirstCondition.Evaluate() && m_LastCondition.Evaluate();
}
}
/// <summary>
/// 两个condition至少一个达成才会返回真
/// </summary>
public sealed class ConditionOr : ConditionBase
{
ConditionBase m_FirstCondition, m_LastCondition;
public ConditionOr(ConditionBase first, ConditionBase last)
: base()
{
m_FirstCondition = first;
m_LastCondition = last;
}
public override bool Evaluate()
{
return m_FirstCondition.Evaluate() || m_LastCondition.Evaluate();
}
}
/// <summary>
/// 两个condition都不达成才会返回真
/// </summary>
public sealed class ConditionNone : ConditionBase
{
ConditionBase m_FirstCondition, m_LastCondition;
public ConditionNone(ConditionBase first, ConditionBase last)
: base()
{
m_FirstCondition = first;
m_LastCondition = last;
}
public override bool Evaluate()
{
return !m_FirstCondition.Evaluate() && !m_LastCondition.Evaluate();
}
}
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