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Copy pathUnity Statechart (two actors)
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Unity Statechart (two actors)
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Trigger1.cs
using Assets;
using UnityEngine;
using UnityEngine.EventSystems;
public class Trigger1: MonoBehaviour
{
private GameObject target;
private bool triggerState;
void Start()
{
target = GameObject.Find("Actor1");
triggerState = false; // initial trigger state
}
void OnMouseDown() // toggle switch
{
if (triggerState == false)
{
triggerState = true;
ExecuteEvents.Execute<ISignal>(target, null, (x, y) => x.OnSignal());
}
else
{
triggerState = false;
ExecuteEvents.Execute<ISignal>(target, null, (x, y) => x.OffSignal());
}
}
}
Trigger2.cs
using Assets;
using UnityEngine;
using UnityEngine.EventSystems;
public class Trigger2 : MonoBehaviour
{
private GameObject target;
private bool triggerState;
void Start()
{
target = GameObject.Find("Actor2");
triggerState = false; // initial trigger state
}
void OnMouseDown() // toggle switch
{
if (triggerState == false)
{
triggerState = true;
ExecuteEvents.Execute<ISignal>(target, null, (x, y) => x.OnSignal());
}
else
{
triggerState = false;
ExecuteEvents.Execute<ISignal>(target, null, (x, y) => x.OffSignal());
}
}
}
ISignal.cs
using UnityEngine.EventSystems;
namespace Assets
{
public interface ISignal: IEventSystemHandler
{
void OnSignal();
void OffSignal();
}
}
IState.cs
using UnityEngine.EventSystems;
namespace Assets
{
public interface IState: IEventSystemHandler
{
void OnState();
void OffState();
}
}
Actor1.cs
using UnityEngine;
using UnityEngine.EventSystems;
namespace Assets
{
public class Actor1 : MonoBehaviour, ISignal, IState
{
private GameObject subSystem;
public bool state { get; set; }
void Start()
{
subSystem = GameObject.Find("Actor2");
{
state = false; // inital state
gameObject.GetComponent<Renderer>().material.color = Color.yellow; //inital output
}
}
public void OnSignal()
{
OnState();
}
public void OffSignal()
{
OffState();
}
public void OnState()
{
state = true;
gameObject.GetComponent<Renderer>().material.color = Color.red;
}
public void OffState()
{
gameObject.GetComponent<Renderer>().material.color = Color.yellow;
state = false;
ExecuteEvents.Execute<IState>(subSystem, null, (x, y) => x.OffState());
}
}
}
Actor2.cs
using UnityEngine;
namespace Assets
{
class Actor2 : MonoBehaviour, ISignal, IState
{
public GameObject superSystem;
public bool state { get; set; }
void Start()
{
superSystem = GameObject.Find("Actor1");
state = false; // inital state
gameObject.GetComponent<Renderer>().material.color = Color.blue; //inital output
}
public void OnSignal()
{
if (superSystem.GetComponent<Actor1>().state == true)
{
OnState();
}
}
public void OffSignal()
{
OffState();
}
public void OnState()
{
state = true;
gameObject.GetComponent<Renderer>().material.color = Color.green;
}
public void OffState()
{
gameObject.GetComponent<Renderer>().material.color = Color.blue;
state = false;
}
}
}