using UnityEngine;
using System;
namespace UnityAtoms.FSM
{
///
/// Different Event Reference usages.
///
public class FSMTransitionDataBaseEventReferenceUsage
{
public const int FSM = 2;
public const int FSM_INSTANCER = 3;
}
///
/// Event Reference of type `FSMTransitionData`. Inherits from `AtomBaseEventReference<FSMTransitionData, FSMTransitionDataEvent, FSMTransitionDataEventInstancer>`.
///
[Serializable]
public sealed class FSMTransitionDataBaseEventReference : AtomBaseEventReference<
FSMTransitionData,
FSMTransitionDataEvent,
FSMTransitionDataEventInstancer>, IGetEvent
{
///
/// Get the value for the Reference.
///
/// The value of type `FiniteStateMachine`.
public override FSMTransitionDataEvent Event
{
get
{
switch (_usage)
{
case (FSMTransitionDataBaseEventReferenceUsage.FSM_INSTANCER): return ((FiniteStateMachine)_fsmInstancer.Variable).TransitionStarted;
case (FSMTransitionDataBaseEventReferenceUsage.FSM): return _fsm.TransitionStarted;
default:
return base.Event;
}
}
set
{
switch (_usage)
{
case (FSMTransitionDataBaseEventReferenceUsage.FSM_INSTANCER):
((FiniteStateMachine)_fsmInstancer.Variable).TransitionStarted = value;
break;
case (FSMTransitionDataBaseEventReferenceUsage.FSM):
_fsm.TransitionStarted = value;
break;
default:
base.Event = value;
break;
}
}
}
///
/// Takes event from this FiniteStateMachine if `Usage` is set to `FSM`.
///
[SerializeField]
private FiniteStateMachine _fsm = default(FiniteStateMachine);
///
/// Takes event from this FiniteStateMachineInstancer if `Usage` is set to `FSM Instancer`.
///
[SerializeField]
private FiniteStateMachineInstancer _fsmInstancer = default(FiniteStateMachineInstancer);
}
}