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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public enum TriggerOnlyOnce
{
	Off = 0,
	On = 1,
}

public enum TriggerSwallow
{
	Off = 0, 
	On = 1
}


/// <summary>
/// 不同效果的trigger继承这个基类
/// </summary>

public sealed class Trigger
{
	private TriggerSwallow m_Swallow;
	public bool Swallow
	{
		get
		{
			return m_Swallow == TriggerSwallow.On;
		}
	}

    private ConditionBase m_Condition;
	private List<ActionBase> m_ActionChain = new List<ActionBase>();

    private TriggerOnlyOnce m_OnlyOnce;

    private bool m_IsTriggered;

	public Trigger(ConditionBase condition, List<ActionBase> actions, TriggerOnlyOnce onlyOnce = TriggerOnlyOnce.Off, TriggerSwallow swallow = TriggerSwallow.On)
	{
        m_OnlyOnce = onlyOnce;
        m_Swallow = swallow;
		m_Condition = condition;
		m_ActionChain.AddRange(actions);
	}
	public Trigger(ConditionBase condition, ActionBase action, TriggerOnlyOnce onlyOnce = TriggerOnlyOnce.Off, TriggerSwallow swallow = TriggerSwallow.On)
	{
        m_OnlyOnce = onlyOnce;
        m_Swallow = swallow;
		m_Condition = condition;
		m_ActionChain.Add(action);
	}

	//重置触发器的参数
	public void Reset()
	{
        m_IsTriggered = false;
    }

	/// <summary>
	/// 如果触发执行了,返回true,否则返回false
	/// </summary>
	/// <returns></returns>
	public bool Update()
    {
        if (m_IsTriggered && m_OnlyOnce == TriggerOnlyOnce.On)
            return false;
		if (m_Condition.Evaluate())
		{
			foreach(var action in m_ActionChain)
			{
				action.Execute();
			}
            m_IsTriggered = true;
			return true;
		}
		return false;
    }

}