2025-06-18 12:42:22 -07:00

33 lines
1.0 KiB
C#

using AssetRipper.SourceGenerated.Subclasses.SelectorStateConstant;
using AssetRipper.SourceGenerated.Subclasses.StateMachineConstant;
namespace AssetRipper.SourceGenerated.Extensions
{
public static class StateMachineConstantExtensions
{
public static int StateMachineCount(this IStateMachineConstant stateMachineConstant)
{
if (!stateMachineConstant.Has_SelectorStateConstantArray())
{
// not needed for Unity 4.x- SubStateMachine reconstruction
return 0;
}
// SelectorStateConstantArray contains Entry and Exit points for StateMachines
// SelectorStateConstantArray = [Entry1, Exit1, Entry2, Exit2, ...]
// just in case, next code handles StateMachine missing Entry or Exit SelectorStateConstant
int stateMachineCount = 0;
uint lastFullPathID = 0;
foreach (SelectorStateConstant ssc in stateMachineConstant.SelectorStateConstantArray)
{
if (lastFullPathID != ssc.FullPathID)
{
lastFullPathID = ssc.FullPathID;
stateMachineCount++;
}
}
return stateMachineCount;
}
}
}