61 lines
1.4 KiB
C#
61 lines
1.4 KiB
C#
namespace BehaviorDesigner.Runtime.Tasks
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{
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[TaskDescription("Restarts a behavior tree, returns success after it has been restarted.")]
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[HelpURLAttribute("http://www.opsive.com/assets/BehaviorDesigner/documentation.php?id=66")]
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[TaskIcon("{SkinColor}RestartBehaviorTreeIcon.png")]
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public class RestartBehaviorTree : Action
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{
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[Tooltip("The GameObject of the behavior tree that should be restarted. If null use the current behavior")]
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public SharedGameObject behaviorGameObject;
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[Tooltip("The group of the behavior tree that should be restarted")]
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public SharedInt group;
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private Behavior behavior;
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public override void OnAwake()
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{
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Behavior[] components = GetDefaultGameObject(behaviorGameObject.Value).GetComponents<Behavior>();
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if (components.Length == 1)
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{
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behavior = components[0];
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}
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else
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{
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if (components.Length <= 1)
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{
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return;
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}
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for (int i = 0; i < components.Length; i++)
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{
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if (components[i].Group == group.Value)
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{
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behavior = components[i];
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break;
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}
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}
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if (behavior == null)
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{
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behavior = components[0];
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}
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}
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}
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public override TaskStatus OnUpdate()
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{
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if (behavior == null)
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{
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return TaskStatus.Failure;
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}
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behavior.DisableBehavior();
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behavior.EnableBehavior();
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return TaskStatus.Success;
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}
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public override void OnReset()
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{
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behavior = null;
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}
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}
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}
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