forked from BilalY/Rasagar
70 lines
1.8 KiB
C#
70 lines
1.8 KiB
C#
namespace Unity.VisualScripting
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{
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[TypeIcon(typeof(StateGraph))]
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public sealed class SuperState : NesterState<StateGraph, StateGraphAsset>, IGraphEventListener
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{
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public SuperState() : base() { }
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public SuperState(StateGraphAsset macro) : base(macro) { }
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public static SuperState WithStart()
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{
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var superState = new SuperState();
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superState.nest.source = GraphSource.Embed;
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superState.nest.embed = StateGraph.WithStart();
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return superState;
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}
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#region Lifecycle
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protected override void OnEnterImplementation(Flow flow)
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{
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if (flow.stack.TryEnterParentElement(this))
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{
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nest.graph.Start(flow);
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flow.stack.ExitParentElement();
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}
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}
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protected override void OnExitImplementation(Flow flow)
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{
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if (flow.stack.TryEnterParentElement(this))
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{
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nest.graph.Stop(flow);
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flow.stack.ExitParentElement();
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}
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}
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public void StartListening(GraphStack stack)
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{
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if (stack.TryEnterParentElement(this))
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{
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nest.graph.StartListening(stack);
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stack.ExitParentElement();
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}
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}
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public void StopListening(GraphStack stack)
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{
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if (stack.TryEnterParentElement(this))
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{
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nest.graph.StopListening(stack);
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stack.ExitParentElement();
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}
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}
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public bool IsListening(GraphPointer pointer)
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{
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return pointer.GetElementData<Data>(this).isActive;
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}
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#endregion
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public override StateGraph DefaultGraph()
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{
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return StateGraph.WithStart();
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}
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}
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}
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