Привет Всем заинтересовал один скрипт в котором можно Enumerate выбрать из списка не один,а не сколько значений. Захотел создать такой же, но что-то не получается потому что в данном скрипте есть отсылки на другие скрипты и получается дикая каша в которой я не смог разобраться. Хотелось бы узнать как сделать Данную Emum . Кто-нибудь знает как? И Второй вопрос хороша ли данная схема т.к компьютеру придётся проверять все действия (штук 20) произведённой на неё, потом отсортировать отмеченные в ENUM, а потом уже будут они выполняться? Или благодаря enum будут проверяться только те которые отмечены?
Картинка
Вот скрипт который я Разбирал
Код
using System;
using System.Collections;
using UnityEngine;
using Debug = UnityEngine.Debug;
using Object = UnityEngine.Object;
namespace Fungus
{
[Flags]
public enum ExecuteMethod
{
AfterPeriodOfTime = 1 << 0,
Start = 1 << 1,
Update = 1 << 2,
FixedUpdate = 1 << 3,
LateUpdate = 1 << 4,
OnDestroy = 1 << 5,
OnEnable = 1 << 6,
OnDisable = 1 << 7,
OnControllerColliderHit = 1 << 8,
OnParticleCollision = 1 << 9,
OnJointBreak = 1 << 10,
OnBecameInvisible = 1 << 11,
OnBecameVisible = 1 << 12,
OnTriggerEnter = 1 << 13,
OnTriggerExit = 1 << 14,
OnTriggerStay = 1 << 15,
OnCollisionEnter = 1 << 16,
OnCollisionExit = 1 << 17,
OnCollisionStay = 1 << 18,
OnTriggerEnter2D = 1 << 19,
OnTriggerExit2D = 1 << 20,
OnTriggerStay2D = 1 << 21,
OnCollisionEnter2D = 1 << 22,
OnCollisionExit2D = 1 << 23,
OnCollisionStay2D = 1 << 24,
}
/// <summary>
/// Executes an LuaScript component in the same gameobject when a condition occurs.
/// </summary>
public class ExecuteHandler : MonoBehaviour, IExecuteHandlerConfigurator
{
[Tooltip("Execute after a period of time.")]
[SerializeField] protected float executeAfterTime = 1f;
[Tooltip("Repeat execution after a period of time.")]
[SerializeField] protected bool repeatExecuteTime = true;
[Tooltip("Repeat forever.")]
[SerializeField] protected float repeatEveryTime = 1f;
[Tooltip("Execute after a number of frames have elapsed.")]
[SerializeField] protected int executeAfterFrames = 1;
[Tooltip("Repeat execution after a number of frames have elapsed.")]
[SerializeField] protected bool repeatExecuteFrame = true;
[Tooltip("Execute on every frame.")]
[SerializeField] protected int repeatEveryFrame = 1;
[Tooltip("The bitmask for the currently selected execution methods.")]
[SerializeField] protected ExecuteMethod executeMethods = ExecuteMethod.Start;
[Tooltip("Name of the method on a component in this gameobject to call when executing.")]
[SerializeField] protected string executeMethodName = "OnExecute";
protected int m_ExecuteOnFrame;
// Recursively build the full hierarchy path to this game object
protected static string GetPath(Transform current)
{
if (current.parent == null)
{
return current.name;
}
return GetPath(current.parent) + "." + current.name;
}
protected void Start()
{
Execute(ExecuteMethod.Start);
if (IsExecuteMethodSelected(ExecuteMethod.AfterPeriodOfTime))
{
StartCoroutine(ExecutePeriodically());
}
if (IsExecuteMethodSelected(ExecuteMethod.Update))
{
m_ExecuteOnFrame = Time.frameCount + executeAfterFrames;
}
}
protected IEnumerator ExecutePeriodically()
{
yield return new WaitForSeconds(executeAfterTime);
Execute(ExecuteMethod.AfterPeriodOfTime);
while (repeatExecuteTime)
{
yield return new WaitForSeconds(repeatEveryTime);
Execute(ExecuteMethod.AfterPeriodOfTime);
}
}
protected bool ShouldExecuteOnFrame()
{
if (Time.frameCount > m_ExecuteOnFrame)
{
if (repeatExecuteFrame)
m_ExecuteOnFrame += repeatEveryFrame;
else
m_ExecuteOnFrame = Int32.MaxValue;
return true;
}
return false;
}
protected void OnDisable()
{
Execute(ExecuteMethod.OnDisable);
}
protected void OnEnable()
{
Execute(ExecuteMethod.OnEnable);
}
protected void OnDestroy()
{
Execute(ExecuteMethod.OnDestroy);
}
protected void Update()
{
if (IsExecuteMethodSelected(ExecuteMethod.Update) && ShouldExecuteOnFrame())
{
Execute(ExecuteMethod.Update);
}
}
protected void FixedUpdate()
{
Execute(ExecuteMethod.FixedUpdate);
}
protected void LateUpdate()
{
Execute(ExecuteMethod.LateUpdate);
}
protected void OnControllerColliderHit()
{
Execute(ExecuteMethod.OnControllerColliderHit);
}
protected void OnParticleCollision()
{
Execute(ExecuteMethod.OnParticleCollision);
}
protected void OnJointBreak()
{
Execute(ExecuteMethod.OnJointBreak);
}
protected void OnBecameInvisible()
{
Execute(ExecuteMethod.OnBecameInvisible);
}
protected void OnBecameVisible()
{
Execute(ExecuteMethod.OnBecameVisible);
}
protected void OnTriggerEnter()
{
Execute(ExecuteMethod.OnTriggerEnter);
}
protected void OnTriggerExit()
{
Execute(ExecuteMethod.OnTriggerExit);
}
protected void OnTriggerStay()
{
Execute(ExecuteMethod.OnTriggerStay);
}
protected void OnCollisionEnter()
{
Execute(ExecuteMethod.OnCollisionEnter);
}
protected void OnCollisionExit()
{
Execute(ExecuteMethod.OnCollisionExit);
}
protected void OnCollisionStay()
{
Execute(ExecuteMethod.OnCollisionStay);
}
protected void OnTriggerEnter2D()
{
Execute(ExecuteMethod.OnTriggerEnter2D);
}
protected void OnTriggerExit2D()
{
Execute(ExecuteMethod.OnTriggerExit2D);
}
protected void OnTriggerStay2D()
{
Execute(ExecuteMethod.OnTriggerStay2D);
}
protected void OnCollisionEnter2D()
{
Execute(ExecuteMethod.OnCollisionEnter2D);
}
protected void OnCollisionExit2D()
{
Execute(ExecuteMethod.OnCollisionExit2D);
}
protected void OnCollisionStay2D()
{
Execute(ExecuteMethod.OnCollisionStay2D);
}
protected void Execute(ExecuteMethod executeMethod)
{
if (IsExecuteMethodSelected(executeMethod))
{
Execute();
}
}
#region Public members
/// <summary>
/// Execute after a period of time.
/// </summary>
public virtual float ExecuteAfterTime { get { return executeAfterTime; } set { executeAfterTime = value; } }
/// <summary>
/// Repeat execution after a period of time.
/// </summary>
public virtual bool RepeatExecuteTime { get { return repeatExecuteTime; } set { repeatExecuteTime = value; } }
/// <summary>
/// Repeat forever.
/// </summary>
public virtual float RepeatEveryTime { get { return repeatEveryTime; } set { repeatEveryTime = value; } }
/// <summary>
/// Execute after a number of frames have elapsed.
/// </summary>
public virtual int ExecuteAfterFrames { get { return executeAfterFrames; } set { executeAfterFrames = value; } }
/// <summary>
/// Repeat execution after a number of frames have elapsed.
/// </summary>
public virtual bool RepeatExecuteFrame { get { return repeatExecuteFrame; } set { repeatExecuteFrame = value; } }
/// <summary>
/// Execute on every frame.
/// </summary>
public virtual int RepeatEveryFrame { get { return repeatEveryFrame; } set { repeatEveryFrame = value; } }
/// <summary>
/// The bitmask for the currently selected execution methods.
/// </summary>
public virtual ExecuteMethod ExecuteMethods { get { return executeMethods; } set { executeMethods = value; } }
/// <summary>
/// Returns true if the specified execute method option has been enabled.
/// </summary>
public virtual bool IsExecuteMethodSelected(ExecuteMethod method)
{
return method == (executeMethods & method);
}
/// <summary>
/// Execute the Lua script immediately.
/// This is the function to call if you want to trigger execution from an external script.
/// </summary>
public virtual void Execute()
{
// Call any OnExecute methods in components on this gameobject
if (executeMethodName != "")
{
SendMessage(executeMethodName, SendMessageOptions.DontRequireReceiver);
}
}
#endregion
#region AssertionComponentConfigurator implementation
public int UpdateExecuteStartOnFrame { set { executeAfterFrames = value; } }
public int UpdateExecuteRepeatFrequency { set { repeatEveryFrame = value; } }
public bool UpdateExecuteRepeat { set { repeatExecuteFrame = value; } }
public float TimeExecuteStartAfter { set { executeAfterTime = value; } }
public float TimeExecuteRepeatFrequency { set { repeatEveryTime = value; } }
public bool TimeExecuteRepeat { set { repeatExecuteTime = value; } }
public ExecuteHandler Component { get { return this; } }
#endregion
}
}