UnityGame/Library/PackageCache/com.unity.visualscripting/Runtime/VisualScripting.State/NesterStateTransition.cs
2024-10-27 10:53:47 +03:00

59 lines
1.8 KiB
C#

using System.Collections.Generic;
using UnityObject = UnityEngine.Object;
namespace Unity.VisualScripting
{
public abstract class NesterStateTransition<TGraph, TMacro> : StateTransition, INesterStateTransition
where TGraph : class, IGraph, new()
where TMacro : Macro<TGraph>
{
protected NesterStateTransition()
{
nest.nester = this;
}
protected NesterStateTransition(IState source, IState destination) : base(source, destination)
{
nest.nester = this;
}
[Serialize]
public GraphNest<TGraph, TMacro> nest { get; private set; } = new GraphNest<TGraph, TMacro>();
[DoNotSerialize]
IGraphNest IGraphNester.nest => nest;
[DoNotSerialize]
IGraph IGraphParent.childGraph => nest.graph;
[DoNotSerialize]
bool IGraphParent.isSerializationRoot => nest.source == GraphSource.Macro;
[DoNotSerialize]
UnityObject IGraphParent.serializedObject => nest.macro;
[DoNotSerialize]
public override IEnumerable<ISerializationDependency> deserializationDependencies => nest.deserializationDependencies;
public override IEnumerable<object> GetAotStubs(HashSet<object> visited)
{
return LinqUtility.Concat<object>(base.GetAotStubs(visited), nest.GetAotStubs(visited));
}
protected void CopyFrom(NesterStateTransition<TGraph, TMacro> source)
{
base.CopyFrom(source);
nest = source.nest;
}
public abstract TGraph DefaultGraph();
IGraph IGraphParent.DefaultGraph() => DefaultGraph();
void IGraphNester.InstantiateNest() => InstantiateNest();
void IGraphNester.UninstantiateNest() => UninstantiateNest();
}
}