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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;
}
}
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