ProjectDDD/Packages/com.opsive.behaviordesigner/Editor/NodeViews/UtilityEvaluatorNodeViewControl.cs
2025-08-19 18:53:26 +09:00

95 lines
3.7 KiB
C#

#if GRAPH_DESIGNER
/// ---------------------------------------------
/// Behavior Designer
/// Copyright (c) Opsive. All Rights Reserved.
/// https://www.opsive.com
/// ---------------------------------------------
namespace Opsive.BehaviorDesigner.Editor.Controls.NodeViews
{
using Opsive.GraphDesigner.Editor;
using Opsive.GraphDesigner.Editor.Events;
using Opsive.GraphDesigner.Runtime;
using Opsive.BehaviorDesigner.Runtime;
using Opsive.BehaviorDesigner.Runtime.Systems;
using Opsive.BehaviorDesigner.Runtime.Tasks.Decorators;
using Opsive.Shared.Editor.UIElements.Controls;
using Unity.Entities;
using UnityEngine;
using UnityEngine.UIElements;
/// <summary>
/// Implements TypeControlBase for the UtilityEvaluator type.
/// </summary>
[ControlType(typeof(UtilityEvaluator))]
public class UtilityEvaluatorNodeViewControl : TaskNodeViewControl
{
private BehaviorTree m_BehaviorTree;
private ILogicNode m_Node;
private ushort m_UtilityEvaluatorComponentIndex = ushort.MaxValue;
private Label m_UtilityValueLabel;
/// <summary>
/// Addes the UIElements for the specified runtime node to the editor Node within the graph.
/// </summary>
/// <param name="graphWindow">A reference to the GraphWindow.</param>
/// <param name="parent">The parent UIElement that should contain the node UIElements.</param>
/// <param name="node">The node that the control represents.</param>
public override void AddNodeView(GraphWindow graphWindow, VisualElement parent, object node)
{
base.AddNodeView(graphWindow, parent, node);
if (!Application.isPlaying) {
return;
}
m_BehaviorTree = graphWindow.Graph as BehaviorTree;
m_Node = node as ILogicNode;
parent.RegisterCallback<AttachToPanelEvent>(c =>
{
GraphEventHandler.RegisterEvent(GraphEventType.WindowUpdate, UpdateUtilityValue);
});
parent.RegisterCallback<DetachFromPanelEvent>(c =>
{
GraphEventHandler.UnregisterEvent(GraphEventType.WindowUpdate, UpdateUtilityValue);
});
m_UtilityValueLabel = new Label();
m_UtilityValueLabel.style.alignSelf = Align.Center;
parent.Add(m_UtilityValueLabel);
}
/// <summary>
/// Updates the utility value.
/// </summary>
private void UpdateUtilityValue()
{
if (m_BehaviorTree == null || m_BehaviorTree.Entity == Entity.Null || m_Node.RuntimeIndex == ushort.MaxValue) {
return;
}
var taskObjectComponents = m_BehaviorTree.World.EntityManager.GetBuffer<TaskObjectComponent>(m_BehaviorTree.Entity);
if (m_UtilityEvaluatorComponentIndex == ushort.MaxValue) {
// Find the corresponding index of the TaskObject.
for (int i = 0; i < taskObjectComponents.Length; ++i) {
if (taskObjectComponents[i].Index == m_Node.RuntimeIndex) {
m_UtilityEvaluatorComponentIndex = (ushort)i;
break;
}
}
if (m_UtilityEvaluatorComponentIndex == ushort.MaxValue) {
return;
}
}
var utilityEvaluator = m_BehaviorTree.GetTask(taskObjectComponents[m_UtilityEvaluatorComponentIndex].Index) as UtilityEvaluator;
if (utilityEvaluator == null) {
return;
}
m_UtilityValueLabel.text = "Value: " + System.Math.Round(utilityEvaluator.GetUtilityValue(), 3);
}
}
}
#endif