playtest-unity/playtest/Library/PackageCache/com.unity.visualscripting@1.../Runtime/VisualScripting.State/SuperState.cs

70 lines
1.8 KiB
C#

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