UnityGame/Library/PackageCache/com.unity.visualscripting/Editor/VisualScripting.State/Transitions/FlowStateTransitionDescriptor.cs

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2024-10-27 10:53:47 +03:00
using System.Linq;
namespace Unity.VisualScripting
{
[Descriptor(typeof(FlowStateTransition))]
public class FlowStateTransitionDescriptor : NesterStateTransitionDescriptor<FlowStateTransition>
{
public FlowStateTransitionDescriptor(FlowStateTransition transition) : base(transition) { }
public override string Title()
{
var graph = transition.nest.graph;
if (graph != null)
{
if (!StringUtility.IsNullOrWhiteSpace(graph.title))
{
return graph.title;
}
using (var recursion = Recursion.New(1))
{
var events = graph.GetUnitsRecursive(recursion).OfType<IEventUnit>().ToList();
if (events.Count == 0)
{
return "(No Event)";
}
else if (events.Count == 1)
{
return events[0].Description().title;
}
else // if (events.Count > 1)
{
return "(Multiple Events)";
}
}
}
else
{
return "(No Transition)";
}
}
public override string Summary()
{
var graph = transition.nest.graph;
if (graph != null)
{
if (!StringUtility.IsNullOrWhiteSpace(graph.summary))
{
return graph.summary;
}
using (var recursion = Recursion.New(1))
{
var events = graph.GetUnitsRecursive(recursion).OfType<IEventUnit>().ToList();
if (events.Count == 0)
{
return "Open the transition graph to add an event.";
}
else if (events.Count == 1)
{
return events[0].Description().summary;
}
else // if (events.Count > 1)
{
return "Open the transition graph to see the full transition.";
}
}
}
else
{
return "Choose a source in the graph inspector.";
}
}
public override EditorTexture Icon()
{
var graph = transition.nest.graph;
using (var recursion = Recursion.New(1))
{
if (graph != null)
{
var events = graph.GetUnitsRecursive(recursion).OfType<IEventUnit>().ToList();
if (events.Count == 1)
{
return events[0].Description().icon;
}
else
{
return typeof(IStateTransition).Icon();
}
}
else
{
return typeof(IStateTransition).Icon();
}
}
}
}
}