chore: initial commit
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#if GRAPH_DESIGNER
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/// ---------------------------------------------
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/// Behavior Designer
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/// Copyright (c) Opsive. All Rights Reserved.
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/// https://www.opsive.com
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/// ---------------------------------------------
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namespace Opsive.BehaviorDesigner.Editor.Controls.NodeViews
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{
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using Opsive.Shared.Editor.UIElements.Controls;
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using Opsive.BehaviorDesigner.Runtime;
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using Opsive.BehaviorDesigner.Runtime.Components;
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using Opsive.BehaviorDesigner.Runtime.Tasks;
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using Opsive.GraphDesigner.Editor;
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using Opsive.GraphDesigner.Editor.Controls.NodeViews;
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using Opsive.GraphDesigner.Editor.Elements;
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using Opsive.GraphDesigner.Editor.Events;
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using Opsive.GraphDesigner.Runtime;
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using Unity.Entities;
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using UnityEngine.UIElements;
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using UnityEngine;
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using UnityEditor;
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/// <summary>
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/// Adds UI elements within the task node.
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/// </summary>
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[ControlType(typeof(IAction))]
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[ControlType(typeof(IConditional))]
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[ControlType(typeof(IComposite))]
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[ControlType(typeof(IDecorator))]
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public class TaskNodeViewControl : NodeViewBase
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{
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private const string c_DarkConditionalAbortLowerPriorityIconGUID = "ba6528926e3f4f7438d3b9737f595ec6";
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private const string c_LightConditionalAbortLowerPriorityIconGUID = "20be04a2e46cb9d40b601dccdfbe153b";
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private const string c_DarkConditionalAbortSelfIconGUID = "ff3ba64f23e708645b24cc7509b5ebe5";
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private const string c_LightConditionalAbortSelfIconGUID = "5d44e66bacdbe51408dd30e519c2b318";
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private const string c_DarkConditionalAbortBothIconGUID = "1c01950cc0f1c994cb5ff3576969ebbf";
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private const string c_LightConditionalAbortBothIconGUID = "90b22fc04519bdb44b4d83665e86381d";
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private const string c_DarkSuccessIconGUID = "240eed9b6e6dc004f94216f1e9fcc390";
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private const string c_LightSuccessIconGUID = "cf3f27e8ca1f20f4680890e078c7613a";
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private const string c_DarkSuccessReevaluateIconGUID = "0a5037ce131729b4fa0ffa9e1e13d387";
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private const string c_LightSuccessReevaluateIconGUID = "bba6bdc3af0aac44dadd1ca3a8485b05";
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private const string c_DarkFailureIconGUID = "8d159db7a8da43e41a50a77e43cfd6ba";
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private const string c_LightFailureIconGUID = "c3622912d9f7bcd41a54a95add672423";
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private const string c_DarkFailureReevaluateIconGUID = "26de8afeb313fd84291f98e68db44df7";
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private const string c_LightFailureReevaluateIconGUID = "5a6d713911c8ec3488639e2934329033";
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private ILogicNode m_Node;
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private GraphWindow m_GraphWindow;
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private BehaviorTree m_BehaviorTree;
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private Image m_ExecutionStatusIcon;
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private Image m_ConditionalAbortIcon;
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private LogicNode m_LogicNode;
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private Texture m_SuccessIcon;
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private Texture m_SuccessReevaluateIcon;
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private Texture m_FailureIcon;
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private Texture m_FailureReevaluateIcon;
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/// <summary>
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/// Addes the UIElements for the specified runtime node to the editor Node within the graph.
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/// </summary>
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/// <param name="graphWindow">A reference to the GraphWindow.</param>
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/// <param name="parent">The parent UIElement that should contain the node UIElements.</param>
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/// <param name="node">The node that the control represents.</param>
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public override void AddNodeView(GraphWindow graphWindow, VisualElement parent, object node)
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{
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graphWindow.rootVisualElement.styleSheets.Add(Shared.Editor.Utility.EditorUtility.LoadAsset<StyleSheet>("9c6834c10d404ac4b95be745f4411f96")); // TaskStyles.uss
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m_Node = node as ILogicNode;
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m_GraphWindow = graphWindow;
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m_BehaviorTree = m_GraphWindow.Graph as BehaviorTree;
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m_LogicNode = parent.GetFirstAncestorOfType<LogicNode>();
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if (node is IConditionalAbortParent conditionalAbortParent) {
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m_ConditionalAbortIcon = new Image();
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m_ConditionalAbortIcon.name = "conditional-abort-icon";
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parent.parent.Add(m_ConditionalAbortIcon);
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SetConditionalAbortIcon(conditionalAbortParent);
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m_ConditionalAbortIcon.RegisterCallback<AttachToPanelEvent>(c =>
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{
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GraphEventHandler.RegisterEvent<object>(GraphEventType.NodeValueUpdated, UpdateNodeValue);
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});
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m_ConditionalAbortIcon.RegisterCallback<DetachFromPanelEvent>(c =>
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{
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GraphEventHandler.UnregisterEvent<object>(GraphEventType.NodeValueUpdated, UpdateNodeValue);
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});
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}
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// Subtree references can click into its references.
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if (m_Node is ISubtreeReference) {
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m_LogicNode.RegisterCallback<MouseDownEvent>(OnSubtreeRferenceMouseDown);
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}
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// AddNodeView can be called multiple times. Ensure there is only one execution status image.
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var previousExecutionStatus = m_LogicNode.Q("execution-status");
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if (previousExecutionStatus != null) {
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previousExecutionStatus.parent.Remove(previousExecutionStatus);
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}
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m_ExecutionStatusIcon = new Image();
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m_ExecutionStatusIcon.name = "execution-status";
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parent.parent.Add(m_ExecutionStatusIcon); // The execution status icon should be placed behind every node element.
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m_ExecutionStatusIcon.SendToBack();
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m_SuccessIcon = Shared.Editor.Utility.EditorUtility.LoadAsset<Texture>(EditorGUIUtility.isProSkin ? c_DarkSuccessIconGUID : c_LightSuccessIconGUID);
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m_SuccessReevaluateIcon = Shared.Editor.Utility.EditorUtility.LoadAsset<Texture>(EditorGUIUtility.isProSkin ? c_DarkSuccessReevaluateIconGUID : c_LightSuccessReevaluateIconGUID);
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m_FailureIcon = Shared.Editor.Utility.EditorUtility.LoadAsset<Texture>(EditorGUIUtility.isProSkin ? c_DarkFailureIconGUID : c_LightFailureIconGUID);
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m_FailureReevaluateIcon = Shared.Editor.Utility.EditorUtility.LoadAsset<Texture>(EditorGUIUtility.isProSkin ? c_DarkFailureReevaluateIconGUID : c_LightFailureReevaluateIconGUID);
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m_ExecutionStatusIcon.RegisterCallback<AttachToPanelEvent>(c =>
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{
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GraphEventHandler.RegisterEvent(GraphEventType.WindowUpdate, UpdateNode);
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m_GraphWindow.OnSelectionChange += OnSelectionChange;
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});
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m_ExecutionStatusIcon.RegisterCallback<DetachFromPanelEvent>(c =>
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{
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GraphEventHandler.UnregisterEvent(GraphEventType.WindowUpdate, UpdateNode);
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m_GraphWindow.OnSelectionChange -= OnSelectionChange;
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});
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OnSelectionChange(Selection.activeObject);
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}
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/// <summary>
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/// Sets the conditional abort icon.
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/// </summary>
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/// <param name="conditionalAbortParent">The conditional abort node.</param>
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private void SetConditionalAbortIcon(IConditionalAbortParent conditionalAbortParent)
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{
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if (conditionalAbortParent.AbortType == ConditionalAbortType.LowerPriority) {
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m_ConditionalAbortIcon.image = Shared.Editor.Utility.EditorUtility.LoadAsset<Texture>(EditorGUIUtility.isProSkin ? c_DarkConditionalAbortLowerPriorityIconGUID : c_LightConditionalAbortLowerPriorityIconGUID);
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} else if (conditionalAbortParent.AbortType == ConditionalAbortType.Self) {
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m_ConditionalAbortIcon.image = Shared.Editor.Utility.EditorUtility.LoadAsset<Texture>(EditorGUIUtility.isProSkin ? c_DarkConditionalAbortSelfIconGUID : c_LightConditionalAbortSelfIconGUID);
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} else if (conditionalAbortParent.AbortType == ConditionalAbortType.Both) {
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m_ConditionalAbortIcon.image = Shared.Editor.Utility.EditorUtility.LoadAsset<Texture>(EditorGUIUtility.isProSkin ? c_DarkConditionalAbortBothIconGUID : c_LightConditionalAbortBothIconGUID);
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} else {
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m_ConditionalAbortIcon.image = null;
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}
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}
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/// <summary>
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/// A value has been updated for the specified node.
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/// </summary>
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/// <param name="node">The node that has been updated.</param>
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private void UpdateNodeValue(object node)
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{
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if (node != m_Node) {
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return;
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}
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SetConditionalAbortIcon(node as IConditionalAbortParent);
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}
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/// <summary>
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/// Updates the node with the current execution status.
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/// </summary>
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private void UpdateNode()
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{
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UpdateNodeInternal();
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}
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/// <summary>
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/// Internal method which updates the node with the current execution status.
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/// </summary>
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/// <returns>The status of the task.</returns>
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protected virtual TaskStatus UpdateNodeInternal()
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{
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if (m_BehaviorTree == null || m_BehaviorTree.Entity == Entity.Null || m_Node.RuntimeIndex == ushort.MaxValue || !m_BehaviorTree.World.EntityManager.Exists(m_BehaviorTree.Entity)) {
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// The task is no longer active. Reset the status while keeping the previous execution state.
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m_LogicNode.SetColorState(m_GraphWindow.GraphEditor.IsNodeHierarchyEnabled(m_Node) ? ColorState.Default : ColorState.Disabled, 0.5f);
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if (m_ExecutionStatusIcon.image != null) {
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if (m_ExecutionStatusIcon.image == m_SuccessReevaluateIcon) {
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m_ExecutionStatusIcon.image = m_SuccessIcon;
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} else if (m_ExecutionStatusIcon.image == m_FailureReevaluateIcon) {
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m_ExecutionStatusIcon.image = m_FailureIcon;
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}
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m_ExecutionStatusIcon.style.width = m_ExecutionStatusIcon.image.width;
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}
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return TaskStatus.Inactive;
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}
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var taskComponents = m_BehaviorTree.World.EntityManager.GetBuffer<TaskComponent>(m_BehaviorTree.Entity);
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var taskComponent = taskComponents[m_Node.RuntimeIndex];
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if (taskComponent.Status == TaskStatus.Success) {
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if (taskComponent.Reevaluate) {
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m_ExecutionStatusIcon.image = m_SuccessReevaluateIcon;
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} else {
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m_ExecutionStatusIcon.image = m_SuccessIcon;
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}
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} else if (taskComponent.Status == TaskStatus.Failure) {
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if (taskComponent.Reevaluate) {
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m_ExecutionStatusIcon.image = m_FailureReevaluateIcon;
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} else {
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m_ExecutionStatusIcon.image = m_FailureIcon;
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}
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} else if (m_ExecutionStatusIcon.image != null) {
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m_ExecutionStatusIcon.image = null;
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}
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if (m_ExecutionStatusIcon.image != null) {
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m_ExecutionStatusIcon.style.width = m_ExecutionStatusIcon.image.width;
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}
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if (taskComponent.Status == TaskStatus.Running || taskComponent.Status == TaskStatus.Queued) {
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m_LogicNode.SetColorState(ColorState.Active, 0);
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} else {
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m_LogicNode.SetColorState(m_GraphWindow.GraphEditor.IsNodeHierarchyEnabled(m_Node) ? ColorState.Default : ColorState.Disabled, 0.5f);
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}
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return taskComponent.Status;
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}
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/// <summary>
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/// Enables or disables the NodeView.
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/// </summary>
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/// <param name="enable">True if the NodeView is enabled.</param>
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public override void SetEnabled(bool enable)
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{
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if (m_ConditionalAbortIcon != null) {
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m_ConditionalAbortIcon.SetEnabled(enable);
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}
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}
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/// <summary>
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/// The mouse has been pressed.
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/// </summary>
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/// <param name="evt">The event that triggered the press.</param>
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private void OnSubtreeRferenceMouseDown(MouseDownEvent evt)
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{
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if (evt.clickCount != 2) {
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return;
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}
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var subtreeReference = m_Node as ISubtreeReference;
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if (subtreeReference.Subtrees == null) {
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return;
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}
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for (int i = 0; i < subtreeReference.Subtrees.Length; ++i) {
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var subtree = subtreeReference.Subtrees[i];
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if (subtree == null) {
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continue;
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}
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Selection.activeObject = subtree;
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}
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}
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/// <summary>
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/// The GraphWindow selection has changed.
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/// </summary>
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/// <param name="selection">The new selection.</param>
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private void OnSelectionChange(UnityEngine.Object selection)
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{
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if (!Application.isPlaying || m_BehaviorTree == null || m_BehaviorTree.Entity == Entity.Null || !m_BehaviorTree.enabled || !m_BehaviorTree.Baked) {
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return;
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}
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// The behavior tree was baked. Ensure the BehaviorTree component is pointing to the correct Entity.
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var worlds = World.All;
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var foundEntity = false;
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for (int i = 0; i < worlds.Count; ++i) {
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var defaultEntities = worlds[i].EntityManager.GetAllEntities(Unity.Collections.Allocator.Temp);
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if (defaultEntities != null) {
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var originalGuid = m_BehaviorTree.World.EntityManager.GetComponentData<EntityGuid>(m_BehaviorTree.Entity);
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foreach (var defaultEntity in defaultEntities) {
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if (worlds[i].EntityManager.HasComponent<EntityGuid>(defaultEntity)) {
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var entityGuid = worlds[i].EntityManager.GetComponentData<EntityGuid>(defaultEntity);
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if (originalGuid.OriginatingId == entityGuid.OriginatingId) {
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m_BehaviorTree.World = worlds[i];
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m_BehaviorTree.Entity = defaultEntity;
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foundEntity = true;
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break;
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}
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}
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}
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defaultEntities.Dispose();
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if (foundEntity) {
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m_BehaviorTree.Baked = false;
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break;
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}
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}
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}
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}
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}
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}
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#endif
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