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253 lines
9.1 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Playables;
namespace UnityEngine.Timeline
{
/// <summary>
/// Listens for emitted signals and reacts depending on its defined reactions.
/// </summary>
/// A SignalReceiver contains a list of reactions. Each reaction is bound to a SignalAsset.
/// When a SignalEmitter emits a signal, the SignalReceiver invokes the corresponding reaction.
/// <seealso cref="UnityEngine.Timeline.SignalEmitter"/>
/// <seealso cref="UnityEngine.Timeline.SignalAsset"/>
[TimelineHelpURL(typeof(SignalReceiver))]
public class SignalReceiver : MonoBehaviour, INotificationReceiver
{
[SerializeField]
EventKeyValue m_Events = new EventKeyValue();
/// <summary>
/// Called when a notification is sent.
/// </summary>
/// <param name="origin">The playable that sent the notification.</param>
/// <param name="notification">The received notification. Only notifications of type <see cref="SignalEmitter"/> will be processed.</param>
/// <param name="context">User defined data that depends on the type of notification. Uses this to pass necessary information that can change with each invocation.</param>
public void OnNotify(Playable origin, INotification notification, object context)
{
var signal = notification as SignalEmitter;
if (signal != null && signal.asset != null)
{
UnityEvent evt;
if (m_Events.TryGetValue(signal.asset, out evt) && evt != null)
{
evt.Invoke();
}
}
}
/// <summary>
/// Defines a new reaction for a SignalAsset.
/// </summary>
/// <param name="asset">The SignalAsset for which the reaction is being defined.</param>
/// <param name="reaction">The UnityEvent that describes the reaction.</param>
/// <exception cref="ArgumentNullException">Thrown when the asset is null.</exception>
/// <exception cref="ArgumentException">Thrown when the SignalAsset is already registered with this receiver.</exception>
public void AddReaction(SignalAsset asset, UnityEvent reaction)
{
if (asset == null)
throw new ArgumentNullException("asset");
if (m_Events.signals.Contains(asset))
throw new ArgumentException("SignalAsset already used.");
m_Events.Append(asset, reaction);
}
/// <summary>
/// Appends a null SignalAsset with a reaction specified by the UnityEvent.
/// </summary>
/// <param name="reaction">The new reaction to be appended.</param>
/// <returns>The index of the appended reaction.</returns>
/// <remarks>Multiple null assets are valid.</remarks>
public int AddEmptyReaction(UnityEvent reaction)
{
m_Events.Append(null, reaction);
return m_Events.events.Count - 1;
}
/// <summary>
/// Removes the first occurrence of a SignalAsset.
/// </summary>
/// <param name="asset">The SignalAsset to be removed.</param>
public void Remove(SignalAsset asset)
{
if (!m_Events.signals.Contains(asset))
{
throw new ArgumentException("The SignalAsset is not registered with this receiver.");
}
m_Events.Remove(asset);
}
/// <summary>
/// Gets a list of all registered SignalAssets.
/// </summary>
/// <returns>Returns a list of SignalAssets.</returns>
public IEnumerable<SignalAsset> GetRegisteredSignals()
{
return m_Events.signals;
}
/// <summary>
/// Gets the first UnityEvent associated with a SignalAsset.
/// </summary>
/// <param name="key">A SignalAsset defining the signal.</param>
/// <returns>Returns the reaction associated with a SignalAsset. Returns null if the signal asset does not exist.</returns>
public UnityEvent GetReaction(SignalAsset key)
{
UnityEvent ret;
if (m_Events.TryGetValue(key, out ret))
{
return ret;
}
return null;
}
/// <summary>
/// Returns the count of registered SignalAssets.
/// </summary>
/// <returns></returns>
public int Count()
{
return m_Events.signals.Count;
}
/// <summary>
/// Replaces the SignalAsset associated with a reaction at a specific index.
/// </summary>
/// <param name="idx">The index of the reaction.</param>
/// <param name="newKey">The replacement SignalAsset.</param>
/// <exception cref="ArgumentException">Thrown when the replacement SignalAsset is already registered to this SignalReceiver.</exception>
/// <remarks>The new SignalAsset can be null.</remarks>
public void ChangeSignalAtIndex(int idx, SignalAsset newKey)
{
if (idx < 0 || idx > m_Events.signals.Count - 1)
throw new IndexOutOfRangeException();
if (m_Events.signals[idx] == newKey)
return;
var alreadyUsed = m_Events.signals.Contains(newKey);
if (newKey == null || m_Events.signals[idx] == null || !alreadyUsed)
m_Events.signals[idx] = newKey;
if (newKey != null && alreadyUsed)
throw new ArgumentException("SignalAsset already used.");
}
/// <summary>
/// Removes the SignalAsset and reaction at a specific index.
/// </summary>
/// <param name="idx">The index of the SignalAsset to be removed.</param>
public void RemoveAtIndex(int idx)
{
if (idx < 0 || idx > m_Events.signals.Count - 1)
throw new IndexOutOfRangeException();
m_Events.Remove(idx);
}
/// <summary>
/// Replaces the reaction at a specific index with a new UnityEvent.
/// </summary>
/// <param name="idx">The index of the reaction to be replaced.</param>
/// <param name="reaction">The replacement reaction.</param>
/// <exception cref="ArgumentNullException">Thrown when the replacement reaction is null.</exception>
public void ChangeReactionAtIndex(int idx, UnityEvent reaction)
{
if (idx < 0 || idx > m_Events.events.Count - 1)
throw new IndexOutOfRangeException();
m_Events.events[idx] = reaction;
}
/// <summary>
/// Gets the reaction at a specific index.
/// </summary>
/// <param name="idx">The index of the reaction.</param>
/// <returns>Returns a reaction.</returns>
public UnityEvent GetReactionAtIndex(int idx)
{
if (idx < 0 || idx > m_Events.events.Count - 1)
throw new IndexOutOfRangeException();
return m_Events.events[idx];
}
/// <summary>
/// Gets the SignalAsset at a specific index
/// </summary>
/// <param name="idx">The index of the SignalAsset.</param>
/// <returns>Returns a SignalAsset.</returns>
public SignalAsset GetSignalAssetAtIndex(int idx)
{
if (idx < 0 || idx > m_Events.signals.Count - 1)
throw new IndexOutOfRangeException();
return m_Events.signals[idx];
}
// Required by Unity for the MonoBehaviour to have an enabled state
private void OnEnable()
{
}
[Serializable]
class EventKeyValue
{
[SerializeField]
List<SignalAsset> m_Signals = new List<SignalAsset>();
[SerializeField, CustomSignalEventDrawer]
List<UnityEvent> m_Events = new List<UnityEvent>();
public bool TryGetValue(SignalAsset key, out UnityEvent value)
{
var index = m_Signals.IndexOf(key);
if (index != -1)
{
value = m_Events[index];
return true;
}
value = null;
return false;
}
public void Append(SignalAsset key, UnityEvent value)
{
m_Signals.Add(key);
m_Events.Add(value);
}
public void Remove(int idx)
{
if (idx != -1)
{
m_Signals.RemoveAt(idx);
m_Events.RemoveAt(idx);
}
}
public void Remove(SignalAsset key)
{
var idx = m_Signals.IndexOf(key);
if (idx != -1)
{
m_Signals.RemoveAt(idx);
m_Events.RemoveAt(idx);
}
}
public List<SignalAsset> signals
{
get { return m_Signals; }
}
public List<UnityEvent> events
{
get { return m_Events; }
}
}
}
}