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using System;
using UnityEngine;
#if TESTING
using Object = UnityEngine.Graphs.Testing.Object;
#else
using Object = UnityEngine.Object;
#endif
namespace UnityEngine.Graphs.LogicGraph
{
public interface IMonoBehaviourEventCaller
{
event GraphBehaviour.VoidDelegate OnAwake;
event GraphBehaviour.VoidDelegate OnStart;
event GraphBehaviour.VoidUpdateDelegate OnUpdate;
event GraphBehaviour.VoidUpdateDelegate OnLateUpdate;
event GraphBehaviour.VoidUpdateDelegate OnFixedUpdate;
}
//TODO: we can optimize this, now say Update will get called always for each graph even though nothing is using it
// we can generate code for those in generated graph instead
// Component that represents graph in the hierarchy.
// When used in editor it stores all LogicGraph state as well, but since those are editor side classes they get stripped out when the player is built.
public class GraphBehaviour :
#if TESTING
Object, IMonoBehaviourEventCaller
#else
MonoBehaviour, IMonoBehaviourEventCaller
#endif
{
[NonSerialized]
private bool m_IsInitialized;
#region Nodes
public delegate void VoidDelegate ();
public delegate void VoidUpdateDelegate (float deltaTime);
[Logic]
[Title("Flow Events/On Awake")]
public event VoidDelegate OnAwake;
[Logic]
[Title("Flow Events/On Start")]
public event VoidDelegate OnStart;
[Logic]
[Title("Flow Events/On Update")]
public event VoidUpdateDelegate OnUpdate;
[Logic]
[Title("Flow Events/On Late Update")]
public event VoidUpdateDelegate OnLateUpdate;
[Logic]
[Title("Flow Events/On Fixed Update")]
public event VoidUpdateDelegate OnFixedUpdate;
protected virtual void @ΣInit()
{
}
private void Initialize()
{
if (m_IsInitialized)
return;
m_IsInitialized = true;
@ΣInit();
}
public void OnEnable()
{
Initialize ();
}
public void Awake ()
{
Initialize ();
if (OnAwake != null)
OnAwake();
}
public void Start ()
{
if (OnStart != null)
OnStart ();
}
public void Update ()
{
if (OnUpdate != null)
OnUpdate (Time.deltaTime);
}
public void LateUpdate ()
{
if (OnLateUpdate != null)
OnLateUpdate (Time.deltaTime);
}
public void FixedUpdate ()
{
if (OnFixedUpdate != null)
OnFixedUpdate (Time.deltaTime);
}
#endregion
protected void PullSceneReferenceVariables(string references)
{
foreach (var asm in System.AppDomain.CurrentDomain.GetAssemblies())
if (asm.GetName().Name == "UnityEditor.Graphs.LogicGraph")
{
var method = asm.GetType("UnityEditor.Graphs.LogicGraph.CompilerUtils").GetMethod("SetEditorModeGeneratedGraphSceneReferences");
method.Invoke(null, new object[] {this, references});
break;
}
}
}
}
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