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CapabilityMachineUtility.cs
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69 lines (60 loc) · 2.48 KB
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using UnityEngine.Pool;
namespace CodeName.StateMachines
{
public static class CapabilityMachineUtility
{
public static void Reset<TCapability>(this ICapabilityMachine<TCapability> capabilityMachine) where TCapability : ICapability
{
capabilityMachine.DisableAllCapabilities();
capabilityMachine.EnableDefaultCapabilities();
}
public static void ResetOnStateChanged<TCapability, TState>(
this ICapabilityMachine<TCapability> capabilityMachine,
IStateMachine<TState> stateMachine)
where TCapability : ICapability
where TState : IState
{
stateMachine.StateChangeInProgress += (_, _) =>
{
capabilityMachine.Reset();
};
}
public static void SetAllCapabilities<TCapability>(this ICapabilityMachine<TCapability> machine, bool isEnabled) where TCapability : ICapability
{
using var listHandle = ListPool<TCapability>.Get(out var capabilities);
capabilities.AddRange(machine.EnabledCapabilities);
foreach (var capability in capabilities)
{
machine.SetCapability(capability, isEnabled);
}
}
public static void DisableAllCapabilities<TCapability>(this ICapabilityMachine<TCapability> machine) where TCapability : ICapability
{
machine.SetAllCapabilities(false);
}
public static void EnableAllCapabilities<TCapability>(this ICapabilityMachine<TCapability> machine) where TCapability : ICapability
{
machine.SetAllCapabilities(true);
}
public static void EnableDefaultCapabilities<TCapability>(this ICapabilityMachine<TCapability> machine) where TCapability : ICapability
{
using var listHandle = ListPool<TCapability>.Get(out var capabilities);
capabilities.AddRange(machine.DefaultCapabilities);
foreach (var capability in capabilities)
{
machine.EnableCapability(capability);
}
}
public static void SetCapability<TCapability>(this ICapabilityMachine<TCapability> machine, TCapability capability, bool isEnabled) where TCapability : ICapability
{
if (isEnabled)
{
machine.EnableCapability(capability);
}
else
{
machine.DisableCapability(capability);
}
}
}
}