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#if UNITY_EDITOR
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using System.Linq;
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using Unity.VisualScripting;
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using UnityCodeGen;
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using UnityEditor;
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namespace Code.Infrastructure.Generators
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{
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[Generator]
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public class StateMachineGenerator : ICodeGenerator
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{
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public void Execute(GeneratorContext context)
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{
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GenerateStates(context);
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GenerateStateMachine(context);
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}
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private void GenerateStateMachine(GeneratorContext context)
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{
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var stateMachines = TypeCache.GetTypesWithAttribute<StateMachine>();
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foreach (var sm in stateMachines)
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{
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var attribute = sm.GetAttribute<StateMachine>();
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var states = TypeCache.GetTypesWithAttribute<State>()
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.Where(st =>
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st.GetAttribute<State>().StateMachineContext.FullName ==
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attribute.StateMachineContextType.FullName);
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var statesCode = "";
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var statesNamespacesCode = "";
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foreach (var st in states)
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{
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statesNamespacesCode += $@"
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using {st.Namespace};
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";
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statesCode += $@"
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var state{st.Name} = new {st.Name}(StateMachineContext,eventBus);
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States.Add(state{st.Name}.myState, state{st.Name});
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";
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}
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var stateMachineCode =
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$@"
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// <auto-generated/>
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#pragma warning disable CS0105
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using Code.Infrastructure.StateMachine;
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{statesNamespacesCode}
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#pragma warning restore CS0105
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namespace {sm.Namespace}
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{{
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public partial class {sm.Name} : AbstractStateMachine<{attribute.StateMachineEnumType.FullName},{attribute.StateMachineContextType.FullName}>
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{{
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public {sm.Name}({attribute.StateMachineContextType.FullName} context, EventBus.EventBus eventBus) : base(context)
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{{
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{statesCode}
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}}
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protected override bool CheckTransitionAllowed({attribute.StateMachineEnumType.FullName} nextState) => AllowedStates.HasFlag(nextState);
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protected override void ResetAllowedTransitions() => AllowedStates = 0;
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}}
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public static class {sm.Name}Extensions
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{{
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public static AbstractStateMachine<{attribute.StateMachineEnumType.FullName}, {attribute.StateMachineContextType.FullName}> AllowStateTransition(
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this AbstractStateMachine<{attribute.StateMachineEnumType.FullName}, {attribute.StateMachineContextType.FullName}> stateMachine, {attribute.StateMachineEnumType.FullName} state)
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{{
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if (stateMachine == null) return null;
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stateMachine.AllowedStates |= state;
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return stateMachine;
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}}
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}}
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}}
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";
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context.AddCode($"{sm.FullName}.Generated.cs", stateMachineCode);
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}
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}
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private void GenerateStates(GeneratorContext context)
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{
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var states = TypeCache.GetTypesWithAttribute<State>();
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var statesCode = "";
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foreach (var st in states)
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{
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var attribute = st.GetAttribute<State>();
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var fireStatesCode = "";
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if(st.HasAttribute<StateRaisingEvent>()) fireStatesCode = $@"
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protected override void _fireEnterState()
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{{
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EventBus.RaiseEvent<IEnterStateHandle<{st.FullName}>>(h => h.EnterState());
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}}
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protected override void _fireExitState()
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{{
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EventBus.RaiseEvent<IExitStateHandle<{st.FullName}>>(h => h.ExitState());
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}}
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";
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var genetics = "";
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if(!attribute.SilentBitch) genetics = $@" : BaseState<{attribute.StateEnum.FullName}, {attribute.StateMachineContext.FullName}>";
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statesCode = $@"
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// retard-generated
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using Code.Infrastructure.StateMachine;
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namespace {st.Namespace}
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{{
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public partial class {st.Name} {genetics}
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{{
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{fireStatesCode}
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}}
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}}
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";
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context.AddCode($"{st.FullName}.Generated.cs", statesCode);
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}
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}
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}
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}
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#endif
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