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

111 lines
4.6 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.BehaviorDesigner.Runtime;
using Opsive.BehaviorDesigner.Runtime.Components;
using Opsive.BehaviorDesigner.Runtime.Tasks.Actions;
using Opsive.GraphDesigner.Editor;
using Opsive.GraphDesigner.Editor.Events;
using Opsive.GraphDesigner.Runtime;
using Opsive.Shared.Editor.UIElements.Controls;
using Unity.Entities;
using UnityEngine;
using UnityEngine.UIElements;
/// <summary>
/// Implements TypeControlBase for the Wait type.
/// </summary>
[ControlType(typeof(Wait))]
public class WaitNodeViewControl : TaskNodeViewControl
{
private BehaviorTree m_BehaviorTree;
private ILogicNode m_Node;
private ushort m_WaitComponentIndex = ushort.MaxValue;
private ProgressBar m_ProgressBar;
/// <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, UpdateWaitProgress);
});
parent.RegisterCallback<DetachFromPanelEvent>(c =>
{
GraphEventHandler.UnregisterEvent(GraphEventType.WindowUpdate, UpdateWaitProgress);
});
m_ProgressBar = new ProgressBar();
parent.Add(m_ProgressBar);
}
/// <summary>
/// Updates the wait progress bar.
/// </summary>
private void UpdateWaitProgress()
{
if (m_BehaviorTree == null || m_BehaviorTree.Entity == Entity.Null || m_Node.RuntimeIndex == ushort.MaxValue) {
m_ProgressBar.style.display = DisplayStyle.None;
return;
}
var waitComponents = m_BehaviorTree.World.EntityManager.GetBuffer<WaitComponent>(m_BehaviorTree.Entity);
if (m_WaitComponentIndex == ushort.MaxValue) {
// Find the corresponding index of the WaitComponent.
for (int i = 0; i < waitComponents.Length; ++i) {
if (waitComponents[i].Index == m_Node.RuntimeIndex) {
m_WaitComponentIndex = (ushort)i;
break;
}
}
if (m_WaitComponentIndex == ushort.MaxValue) {
return;
}
}
var waitComponent = waitComponents[m_WaitComponentIndex];
if (waitComponent.PauseTime != 0) {
return;
}
m_ProgressBar.highValue = (float)waitComponent.WaitDuration;
var taskComponents = m_BehaviorTree.World.EntityManager.GetBuffer<TaskComponent>(m_BehaviorTree.Entity);
var elapsed = -1f;
if (taskComponents[m_Node.RuntimeIndex].Status == Runtime.Tasks.TaskStatus.Running) {
elapsed = Mathf.Clamp(Time.time - (float)waitComponent.StartTime, 0, (float)waitComponent.WaitDuration);
m_ProgressBar.value = elapsed;
} else if (taskComponents[m_Node.RuntimeIndex].Status == Runtime.Tasks.TaskStatus.Success) {
elapsed = (float)waitComponent.WaitDuration;
m_ProgressBar.value = elapsed;
} else if (taskComponents[m_Node.RuntimeIndex].Status == Runtime.Tasks.TaskStatus.Inactive) {
m_ProgressBar.value = 0;
}
m_ProgressBar.title = (elapsed >= 0 ? System.Math.Round(elapsed, 2).ToString() + "/" : string.Empty) + System.Math.Round(waitComponent.WaitDuration, 2).ToString() + "s";
if (m_ProgressBar.style.display == DisplayStyle.None) {
m_ProgressBar.style.display = DisplayStyle.Flex;
}
}
}
}
#endif